Once a great, proud kingdom, Etruria has definetely seen better days, its territorry having been chipped away greatly over the last century, and now down to their last castle. From the east the forces of Bern keep their slow but steady advance into Etruria's remaining territorry. To the west lays the great gerudo desert, from where raiders keep harassing Etruria's farms and villages, sensing its vulnerable state. From the south plains of Lycia news come of an unknown, terrible foe crushing all on its path with an unstopable army of machines, suposedly arrived from a rift to another dimension and time. To the north lies the Ilia mountains, from where help could come from the mercenary guilds, but Etruria's treasury is nearly depleted. Even inside Etruria's remaining territory bandits and monsters are multiplying in numbers and daring as most loyal able-bodied adults and youngs are sent to the frontlines, leaving the interior villages vulnerable to opportunists.

To top it all, the young king of Etruria, Mildain, decided to take most of his honor guard in a quest for the retrieveal of the Divine Weapon Aureola. You haven't received any news of him for a month now. And important decisions need to be made. Urgent action has to be taken if Ertruria is to survive. You're important figures of the kingdom, maybe friends or family of the king himself, maybe champions or sages of the court, either way you're what's left of Etruria's leadership. The people look up to you to lead them to a better future.

I'd actually be fine tanking the +1LA. *gasp* But of course I'd rather buy it off. To get to where I need to be with this character, it gets me straight there.

Edit: AA is certainly powerful enough, but it's a pity that I can't be a real Lycan. Oh well, my build with Feral would have only worked with DM fiat anyway. And I dont actually have to shift back and forth. In Killer Instinct lore (surprised you guys don't know this already), Sabrewulf was cursed to be in a permanent Hybrid Wolf state which it sounds like AA will work for. Good suggestion, CNC.

Any chances Rake could go at 8HD on the claws part of What Has Magic Done with the opportunity cost of occupying your feet slot so no boots?

I would rather nobody uses regular LA at all since it messes up HD and stuff.

Rake at 8 HD seems like a good idea for AA claws option, so added it in. No extra cost, since it only works on a grapple anyway.

Garryl and Perce have okayed me making a PrC combining Cyberneticist and Mechanosynth, and I should have that done this week barring minor tweaks. I'll post a link to it once it's done so you can look over it Osle.

Cool. Yeah, nothing cheesy. Probably a divine caster with a support focus but not DMM persist or anything.

Can cohorts take flaws/traits?

EDIT: On further consideration, Elemental Adept (http://www.minmaxboards.com/index.php?topic=851.msg5267#msg5267) makes the most sense for my cohort and is less potentially gamebreaking than Cleric or Druid.

Oscle, theres no grab moves in Killer Instinct so I'll never grapple. The Rake I'm looking at is if you hit with both your claws, you can swing your hind leg claws forward and attack with them a well. See: Dire Lion, Sphinx, etc. Also, Bite could be given a trip attack and gore a bull rush at 8hd to even the field. It's Sabrewulf's signature combo.

Cool. Yeah, nothing cheesy. Probably a divine caster with a support focus but not DMM persist or anything.

Can cohorts take flaws/traits?

EDIT: On further consideration, Elemental Adept (http://www.minmaxboards.com/index.php?topic=851.msg5267#msg5267) makes the most sense for my cohort and is less potentially gamebreaking than Cleric or Druid.

Yes to cohorto flaws/traits. And go ahead and use spellshaping if you know how it works.

Oscle, theres no grab moves in Killer Instinct so I'll never grapple. The Rake I'm looking at is if you hit with both your claws, you can swing your hind leg claws forward and attack with them a well. See: Dire Lion, Sphinx, etc.

Those monsters have no such ability as far the 3.5 srd (http://www.d20srd.org/srd/monsters/direLion.htm) is concerned. Raking on pounce is mentioned, but that's a bit too much attacks for just one ability.

That's fine. I just won't wear boots so I can pretend some of my claws are rear claw attacks. My sheets mostly finished in the characters thread. I hould be able to finish sheet, background, etc tomorrow. Looking forward to killing Goombas!

It looks like I'll be leaning more towards Cyberneticist 6/Synthevolver 2 (not in that order though) due to a writing/rules oddity and wanting to actually use lesser sockets from the start. The PrC I was working on is iffy now since I'm having some troubles figuring out which parts of the classes I'd like to progress and meld in a new way.

Osle, is it just the SRD flaws/traits that are allowed, or might others be acceptable? http://www.realmshelps.net/datafind/feats.shtml has a bunch of flaws from Dragon Mag for instance.

Pneumatic Calves' 5 foot flight speed with average mobility leads to some rather odd rules interactions. Average fliers can only ascend at best 60o up and in doing so their movement is halved. So it could be done with a double move/full round action perhaps. However, due to average maneuverability requiring moving at least half one's flight speed in a round to stay airborne, even moving that 5 feet is impossible because half of that is 2.5 and that can't technically be done in D&D.

I suppose it could be done with the run action, but according to WotC (http://www.wizards.com/default.asp?x=dnd/rg/20040706a) it has to be a natural flight speed, which Pneumatic Calves doesn't seem to be unless it gets changed.

DMG 20 has the info on the different flight maneuverability levels. The SRD also has it here (http://www.d20srd.org/srd/movement.htm).

5 feet forward wasn't a problem. Gaining any sort of altitude was, and if a flier can't gain some altitude then it's pretty close to gliding, but with the ability to stay aloft. I guess that's all that could be expected at 2nd level though, so perhaps it doesn't need to be changed... *shrug*

And yeah, once I found Space Jump and Wind Strider I decided I'd go with those instead of spending an evolve that I might not get the chance to upgrade enough to be as effective as flight at 7+ demands.

You summon a great fury within your legs, releasing it with a titanic boost as you charge forward. Your reckless move startles your foes and puts greater force behind your attack.

As a student of the Hidden Skill, you learn to focus the energy within you into an overwhelming charge. In battle, you must lead from the front. As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals double damage.

Your weapon becomes a blur of motion after you hold it behind your back. Once you build up enough power, you explode into a sweeping attack that chops into the enemies around you.

When you initiate this strike, you make a melee attack against every opponent adjacent to you. Resolve each attack separately. You gain a +2 bonus on each of these attacks, which are otherwise made at your highest attack bonus.

The enemies that are filled with energy will quickly recover and attack again even when stunned by a powerful strike. The ending blow is a secret technique you can use to end their breath before they spring back into action.

Hidden Skill teaches that it is best to finish off a foe with as little effort as possible, the better to save your strength for your remaining enemies. When you use this maneuver, you throw yourself on the offensive with little thought to your defenses. If this attack strikes home, it might end a fight several crucial seconds early. As part of this maneuver, you make a melee attack against a creature. This attack deals an extra 2d6 points of damage and an additionally +2d6 for each quarter your target is missing from his maximum life total. For example, if an opponent has a maximum of 57 HP and is at 28 HP (less than one half) this maneuver deals an additional +6d6 damage.

No matter how well-tempered a blade is, if a foe is clad in armor and bears a shield, the sword will do it no harm. When facing such a foe, you must thrust your shield against the defenses of your enemy, causing the fiend to recoil.

You are as much a tactician as you are a warrior. You learn to create openings for your success. When using either a Standard or Full-Round Action to attack you may use this boost to additionally attack with your shield as if making a extra shield bash attack except you maintain your shield bonus to AC. If your attack hits, you deal normal melee damage, and the target creature suffers a penalty to AC equal to one quarter your initiator level. Additionally if you are 6th level or above your opponent can’t make attacks of opportunity for 1 round. If 12th or higher, any ready actions your opponent has on going also end untriggered.

A mere shield attack is no match for an enemy protected not just by a shield, but by a thick, full-body coat of armor. Such enemies are often focused on guarding against frequent frontal attacks. They often leave their rear unprotected.

To use this maneuver, you must be adjacent to a foe that is attacking you with a melee attack. As part of this maneuver, you attempt a DC 15 Tumble check. If this check succeeds, you roll around your opponent's attack so he misses and counter with an attack of your own. For this attack your opponent is considered flanked and it deals an extra 1d6 points of damage plus an additional 1d6 for every four initiator levels after the first. You then come up standing in any square adjacent to the target of this attack, though no more than 10 feet away from your starting position. If your Tumble check fails, you remain in the last square you occupied before the Tumble check, your opponent's attack is resolved as normal, and the maneuver is still considered expended.Special: You cannot use this counter in conjunction with an attack of opportunity.

With impressive effort, you leap into the air over your opponent's head. As you arc downward, your weight and momentum lend bone crushing force to your attack.

Like a thunderbolt, you slam into your foe from above. You leap upon your enemy and drive him into the ground. The impact of your attack gives you extra force, allowing you to score a deadly hit. To use this maneuver, you must be adjacent to a foe. As part of this maneuver, you attempt a DC 20 Tumble check. If this check succeeds, you can make a single melee attack against an opponent that you were adjacent to when you began this maneuver. This attack occurs in the air as you soar over your opponent, also as part of the maneuver. For every two initiator levels, your attack deals an additional 1d6 points of damage and if you opponent isn't wearing some sort of head protection (such as a helm or magical item) you add a further +4d6 damage. You then land in any square adjacent to the target of this attack, though no more than 10 feet away from your starting position. If your Tumble check fails, you remain in the last square you occupied before the Tumble check and can make a single attack normally. The maneuver is still considered expended.Special: You cannot use this maneuver if your opponent is more than one size category larger than you or if you do not know Back Slice.

The ways of the sword are known to many creatures, and some have strengthened their guards against shield attacks and back slices. Should you encounter such a foe, the mortal draw that I am about to teach you is most effective. You must sheathe your sword and cast aside the most basic of sword skills, the target. You must wait until your foe is upon you... Then, before the enemy can see through your ruse, you must quickly draw your blade. There is no defense for this. The mortal draw deals death.

Your understanding of combat, your keenly honed mind, and your capability to read your opponents make you a deadly combatant. When you focus your mind, even the most elusive opponent becomes an easy target. As part of this maneuver, make a single melee attack against an opponent. If you hit, you deal normal melee damage and may make a special Iaijitsu Focus check as if you opponent is Flat-Footed. Your Ranks in Iaijitsu Focus is treated as your initiator level plus three for this check. In addition, if your initiator level is 6th level or higher you gain a +2 bonus to attack rolls and if it is 12th level or higher this is a melee touch attack rather than a standard melee attack. Special: You cannot use this maneuver if your weapon is already drawn.

One of the basic sword techniques is the jump attack. It inflicts great damage, but none would call it effective against multiple foes. To perform the jump strike, prepare a jump attack, but focus power in your blade. The surge the blade releases can strike all enemies around you.

With a mighty leap, you throw yourself into combat. You move with such speed and ferocity that when you reach your enemy, you unleash a blistering flurry of slashes, cuts, and hacks. As part of this maneuver, make a Tumble check with a DC equal to your opponent’s AC. If the check succeeds you make a charge attack. Instead of making a single attack at the end of your charge, you can make a full attack. The bonuses for charging to your attack and damage (if any) applies to all your attacks. If your Tumble check fails, you can make a charge attack as normal but the maneuver is still considered expended.Special: You cannot use this maneuver if you do not know Jump Attack.

You have at your disposal the basic sword technique known as the spin attack. You now have in you the ability to magnify the power of your spin attack. But the only time you can draw out that power is when your life energy is brimming full.

You sweep your weapon in a circle around you, striking out at nearby enemies. You strike with the speed and ferocity of a lightning bolt, forcing your enemies to rely on their reflexes for protection rather than their armor and shields. You make two melee attacks against each adjacent opponent you threaten when you initiate this maneuver. You receive a +4 bonus on each of these attacks, which are otherwise made with your highest attack bonus.Special: You cannot use this maneuver if you are below ninety percent your maximum hit points or you do not know Spin Attack.

You can throw a bomb as a splash weapon as a standard action. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the bomb hits takes 1 point of fire damage from the splash. Unattended objects take full damage from the concussion blast from the initial explosion if the direct target. If the bomb is submerged it's effect fails.Essentia: You deal and additional +1d6 damage to direct targets and +2 with splash damage for each point of essentia invested.

Chakra Bind (hands)You may use these underwater as well. Additionally the damage increases as if you invested another point of essentia in them.

Charka Bind (hands)You can set them on the ground and they will move up to 60ft away from you, scaling walls and the ceiling as if under spider walk. You gain +2 to attack rolls to hit your target but this bomb cannot hit airborne targets. Additionally they damage increases as if you invested another two points of essentia in them.

You can fire the clawshot as a standard action at a target within 60ft. The claws on the end of the clawshot act like your hand and cannot grab anything you are incapable of. It is able to grab a hold of objects and pull them to you. However, If the object is fixed in place or weighs more than you do instead the clawshot magically pulls you in a straight line towards the target. If fired at an opponent it deals 1 damage on a successful attack roll against your target's AC but it cannot grab onto any attended object (even if it is upgraded to a hookshot).

Essentia: When you invest essentia in this meld you can choose to increase it's range to 120ft or it becomes a hookshot capable of affixing it's self to any object less than 20 in hardness but it deals 1 damage to the object when it does so. If you invest two points of essentia you gain both.

Chakra Bind (arms)You can create two of these at once allowing one to hold onto a wall while you fire the second. Using them in this manner is a move action.

You can throw a boomerang without suffering proficiency related penalties to your attack roll. If you hit your target they must also make a fortitude save to negate being dazzled.

Essentia: Invested essentia bestows an enhancement bonus to attack rolls to throw or catch the boomerang (am I pulling this out of my rear? Where is the 3.5 boomerang printed at?) equal to the number of invested essentia. Also, it gain an additional property, choose one of the following for each invested essentia.* The boomerang's range is doubled and always returns to your hand as if it had Returning.* You can ricochet off your target, striking two target in a single toss (make a separate attack for each).* The thrown boomerang produces a whirlwind of air where ever it goes. Opponents hit with the boomerang lose their dexterity bonus to AC until the start of their turn.* The boomerang dazes instead of dazzles.

Chakra Bind (arms)When making a full attack, you may instead hit a number of creatures equal to the number of attacks you have normally. If you invested in the ricochet from above, you retain the extra target benefit and are granted a single additional attack.

When you shape this meld over a Warhammer it becomes one size larger. This makes it a two handed weapon and increases the base damage as normal. However you do not suffer the normal -2 penalty to attack rolls for using it like you normally would for a weapon one size category larger than you.

Essentia: Invested essentia improves the enhancement bonus of the imbued weapon equal to the number of invested essentia. However, you may instead substitute a enhancement bonus in favor of a number special abilities equivalent in nature chosen from the following list: ~TODO.

Chakra Bind (weapon)You can as a move action strike the ground. All creatures other than you within 30ft must make reflex saves or be knocked prone. The Save DC improves by +1 for each invested essentia.

When you shape this meld over a longsword it gains a lesser-like bane property that applies when attacking a creatures whose Good/Evil alignment does not match yours. This effect improves it's enhancement bonus by +1 and it deals an additional +1d6 points of damage.

Essentia: For every two essentia invested into this meld it's bane like quality is improved by one, behaving like the normal bane enhancement of the same name and then a greater version that gives improves the enhancement bonus by +3 and deals an additional +3d6 damage. Additionally, if one or point point is invested and their alignment doesn't match yours (see above) your longsword gains a special version of Keen that stacks with the normal enhancement of the same name. And if you invested three or more essentia you can make an additional attack when using a full-attack action. See table below.0: lesser bane (+1/+1d6).1: Keen.2: bane (+2/+2d6).3: additional attack.4: greater bane (+3/+3d6).

Chakra Bind (weapon)Once per round as an attack action if your HP is above ninety percent of your maximum you can shoot a beam of energy. Treat this as a 60ft. ranged touch attack that deals your melee damage. This ability, like the rest bestowed, cannot be used on a creature that matches your alignment in the Good/Evil axis.

I think I'm going to bow out, I'm just not feeling up to starting a new PbP.

Edit: Well, maybe. Women issues = I don't feel enthusiastic about anything. However, I might have just remembered some old builds I wanted to play that would make me enthusiastic. I'm just not sure if they'll be able to properly contribute in a group that's got a god or two.

The only thing in D&D that stands side by side with the power of magic for good and ill. Somewhat worst in some fields, stronger in anothers. PP recharge tricks and erudite are outright banned, psicrystals don't get feats. And I'll also ban psychic reformation because no good ever came out of that one in my games. I apply transparecy but you cannot use items that specifically boost arcane/divine magic to psionics (neither the other way around). I have some fondness for hidden talent tough.

I'm having issues coming up with something appropriate. I kind of want to play an Ætherforge (http://www.minmaxboards.com/index.php?topic=7141.0) but I'm not sure how that would fit in settings wise if Oslecamo approves it. If that doesn't work out then I'd probably end up making a Koopa though I'm not sure how I'd end up pulling that off.

I also want to play some sort of construct master but that would most likely end up sucking and minions in a play-by-post can be problematic.

If you did want to go with the construct master idea (using this class (http://www.minmaxboards.com/index.php?topic=8645.0) maybe) Gyromite (http://strategywiki.org/wiki/Gyromite) could be a good Nintendo Universe tie in.

Aetherforge wise, they're pretty much another flavor of magic user. Combining the Aetherforge idea with the Koopa idea and playing a Magikoopa (http://www.mariowiki.com/Magikoopa) Aetherforge could be pretty cool.

There's even a published turtle esque race, the Tortle, which would be a solid choice for an Aetherforge (+2 Con, +2 Wis, -2 Dex, -2 Cha.)

I'm having issues coming up with something appropriate. I kind of want to play an Ætherforge (http://www.minmaxboards.com/index.php?topic=7141.0) but I'm not sure how that would fit in settings wise if Oslecamo approves it. If that doesn't work out then I'd probably end up making a Koopa though I'm not sure how I'd end up pulling that off.

I also want to play some sort of construct master but that would most likely end up sucking and minions in a play-by-post can be problematic.

Well at first glance Concerned Ninja's and Arriaderos character sheets look fine.

However besides them only sirp and muktidata delivered character sheets, and those have stayed incomplete for quite some time now. What hapened to everybody else?

Mostly what happened to me is I got sick and that was on my mind more than anything else, so I became fairly useless for more creative endeavors. Still working on getting back to normal, but I do have some stuff put together for the character. I'll post what I have so far.

Concerned Ninja Citizen-maug god that seems focused on tanking as well (with an enphasis on being big), also picked up leadership for an elemental adept cohort that has its own companion and seems to have a bunch of BFC as well.

sirpercival- unfinished sage, that by the looks of it is shaping to becoming another BFC guy.

So I would say the BFC part is already pretty well covered by the current players, so you could be a random whateverness.

My tank is also the BFC kind of tank. AoOs + Large and In Charge(Standstill effect) + 20ft reach + free bullrushes make it very difficult to close with. It's pretty much a "protect the squishies" kind of set up.

So, yeah, BFC is well represented. Of course, if we end up fighting armies, which seems like a possibility, we may be able to benefit from a near infinite amount of BFC.

Don't forget about my variable breath. And the fact that Osle deliberately didn't include a cooldown. So HDd4 damage in a burst of whichever element I like. Every round. Evokers can go cry in the corner.

Don't forget about my variable breath. And the fact that Osle deliberately didn't include a cooldown. So HDd4 damage in a burst of whichever element I like. Every round. Evokers can go cry in the corner.

I was thinking about replacing Silent Spell with that, then not preparing Web, instead opting for an extra Blinding Colour Surge.Think I should?

Is there something specific you wanted to do with Silent Spell? If you don't have a combo in mind it's fairly situational. Entangled would be a fun condition to put on enemies. It would synergy well with my cohort since he's focusing on Sculpt Spellshape, which calls for reflex saves, and entangled hits dexterity.

Don't forget about my variable breath. And the fact that Osle deliberately didn't include a cooldown. So HDd4 damage in a burst of whichever element I like. Every round. Evokers can go cry in the corner.

Also, thanks to the metamagic reduction from Tome Dragon, all of my spells are prepared as stilled spells. And Eschew Materials. And Helping Hand is there to carry my spellbook (which acts as an additional focus for most spells). Basically, I can already cast in Mechanus Armour, wielding a Tower Shield, while grappled. I just don't have the money for all of that yet. To say nothing of the fact that I would have a land speed of 5ft in the armour. :rolleyes

I realize there are more optimized ways to use that feature, but this seemed more natural.

Actually, that's a pretty cool way of utilizing the metamagic reduction feature.

For battles where there's plenty of room, Regideus would be up for being a mobile casting platform, which would help with movement issues. Pretty sure he's got the carrying capacity to not even notice the extra weight (str 30, gargantuan, I think his light load is around 4,000 lbs)

In the "futuristic" planets, like the ones belonging to the galactic federation, combat androids of diferent kinds have been a relatively common sight for quite some time now. Being able to make such combat androids of superior power/AI/versatility is considered an art, and a well paid one at that. More details later, gotta go now.

Honestly I've got enough ground work laid I could throw up a sheet this weekend, just been so busy with the recent storms and such my creative juices are running low.

***

Warforged is a nice Rance Nashork. Wand-Sheath and the Arm-Crossbow are function arm cannons. They are a bit more expensive than they should be, however the WF Component section does state any magic item can come in Component form...

Here are a couple of LA +0 constructs I made way back. Let me know if you use any of them and I'll port them over to minmax.

Living Astral Construct (http://brilliantgameologists.com/boards/index.php?topic=11312.msg388096#msg388096) - Probably needs a bit of rebalancing, if only because not all of the astral construct abilities are as appropriate on a player as on a summoned monster.

Honestly I've got enough ground work laid I could throw up a sheet this weekend, just been so busy with the recent storms and such my creative juices are running low.

***

Warforged is a nice Rance Nashork. Wand-Sheath and the Arm-Crossbow are function arm cannons. They are a bit more expensive than they should be, however the WF Component section does state any magic item can come in Component form...

Wand-sheath won't help at all, no spellcasting or UMD, and none of the Warforged components really call to me for the Machine Mistress class. Warforged is a nice race, just not for this IMO.

However, I forgot the homebrew side of things. Neither of your links are exactly what I'm looking for Garryl, but they've given me some ideas about places to look. Thanks!

Edit: No luck with the homebrew, and I don't think I want another Warforged (I'm already playing two in currently running PbP games). Oh well, I don't need to be a construct so it isn't a big deal.

Like I said, it isn't a big deal, I just liked the flavor of a robot making more robots.

I've just been reading trough the megaman wiki, and I kid you not, they have robots making humans on top of robots making more robots and somebody making something called "carbons" and... Damn, the megaman storyline sure got complex from my gameboy days of "Dr.Wily made 8 new killer bots with themes to conquer the world, go stop him with just this plasma cannon arm!".

Like I said, it isn't a big deal, I just liked the flavor of a robot making more robots.

I've just been reading trough the megaman wiki, and I kid you not, they have robots making humans on top of robots making more robots and somebody making something called "carbons" and... Damn, the megaman storyline sure got complex from my gameboy days of "Dr.Wily made 8 new killer bots with themes to conquer the world, go stop him with just this plasma cannon arm!".

Wow, yeah, all of that is news to me. I just remember the oldschool megaman.

Like I said, it isn't a big deal, I just liked the flavor of a robot making more robots.

I've just been reading trough the megaman wiki, and I kid you not, they have robots making humans on top of robots making more robots and somebody making something called "carbons" and... Damn, the megaman storyline sure got complex from my gameboy days of "Dr.Wily made 8 new killer bots with themes to conquer the world, go stop him with just this plasma cannon arm!".

Wow, yeah, all of that is news to me. I just remember the oldschool megaman.

Imagine how I feel in the other game. I liked Kirby. The first one. The only one I've played. You float, you shoot blasts of air, and you suck stuff up to hit harder. Now there's copy-stuff. Likewise, I played LoZelda, LoZelda 2, and Links Awakening. At least I'm playing a character who is clueless about everything that is going on, so I don't have any problems pulling that off.

Assuming we go Fire Emblem, I'm going to be very glad my character just popped through a portal and thus has no idea WTF is going on in this strange new land (because I have no idea about anything regarding Fire Emblem that cannot be learned from playing Super Smash Brothers.)

On the other hand, I'm playing a Pokemon and I'm reasonably well versed in the fluff of Pokemon (up through Fire Red and Leaf Green, at least) so that should be ok.

Oh, I'm reading that. And a Wiki here or there. But things like, say, a boy with a mask, I know nothing about. It could have been something great. Could have been a trap. I don't know. Neither does Kurt. So it all work out.

I'm reading it, certainly, but I understand there's huge amounts of Fire Emblem backstory that I'm not familiar with. I mean, beyond humans, Manakete and Laguz I couldn't tell you what races live in Elibe.

I have pretty much no knowledge of FE despite owning a game because my OCD got the better of me and I got frustrated when one of my units got knocked out. At least Metroid came naturally to me and lets me be OCD about picking everything up without being unduly challenging.

Edit: 3000th post. lol

I'm of course still working on the character. Mostly it's just feats, equipment, and modules to decide on at this point.

Tecnically there's still 5 players for the spin-off, but only 2 of them have their sheets actually finished. One more complete character and I could start it up, with delayed players joining later when they're ready.

What are you going for as far as favored circle, formula, tactics etc?

Spellshape Focus is usually worth it. Extra dice of damage on your attacks are hard to come by.

I like the metashaping feats because you'll rarely have enough formulae of your highest level to just use those. That's doubly true for a Sage because of the way they know formulae. My go to metashaping feat tends to be Sculpt Spellshape but I think you said you weren't going heavy area focus, so Heighten might be a better call. A heightened 2nd lv formula would do as much extra damage as a 4th lv and have the same save DC.

Extend Formula could be good for the lower level minor formulae with beneficial effects.

What are you going for as far as favored circle, formula, tactics etc?

I keep going back and forth among Astral Essence, Devouring Shadow, and Eternal Moment. That's part of the problem...

Quote

Spellshape Focus is usually worth it. Extra dice of damage on your attacks are hard to come by.

I like the metashaping feats because you'll rarely have enough formulae of your highest level to just use those. That's doubly true for a Sage because of the way they know formulae. My go to metashaping feat tends to be Sculpt Spellshape but I think you said you weren't going heavy area focus, so Heighten might be a better call. A heightened 2nd lv formula would do as much extra damage as a 4th lv and have the same save DC.

Extend Formula could be good for the lower level minor formulae with beneficial effects.

Tecnically there's still 5 players for the spin-off, but only 2 of them have their sheets actually finished. One more complete character and I could start it up, with delayed players joining later when they're ready.

Huh, that's not that many, considering how many you were originally thinking (what with the two teams thing).

Oooh, don't say that people can run multiple characters! I'll end up with a legion.

Seriously, I have no problem with Arias doing that if he likes and I might do it myself (hopefully in moderation.)

That actually puts a new spin on what I came here to say: New concept idea for anyone who wants one, F Zero racer or Starfox universe fighter pilot with a Spelljammer (http://www.minmaxboards.com/index.php?topic=9173.msg149966#msg149966) cohort (or have the ship be the primary character and the pilot be the cohort.)

Role: Beatstick + Mount.Theme Music: Danger Zone; Ride of the ValkyriesPowerthirst-isms: Yo! I heard you like to Beatstick! So we put Beatstick in your Beatstick, so you can Beatstick like a Beatstick!Yo! I heard you like Wings! So we put some Wings on your Wings, so you can Fly on your Winged Wings!Zelda: What happens when a Gleeok fights Helmaroc? Well, apparently, the world may never know. Since they make love, not war.Stub: Giant Eagle (http://www.minmaxboards.com/index.php?topic=2797.0) 3, Hydra (http://www.minmaxboards.com/index.php?topic=1747.0) 4, MoL (http://www.minmaxboards.com/index.php?topic=2723.0) 1; Advancing MoL to 2, then full focus on Hydra; D.I. Form would be a twin winged Raptorian.Highlights: Gargantuan, counting as Colossal. Really fast flight (180ft). Improved flyby attack + Diving Blitz. Give this guy some room, and everything dies. Fast Healing 2 & Hydra Regrowth takes this to 11. (Crap, did I just TVTrope?)Is this really 'Zelda'?: Nope. I was trying to think of a form for my mindstealer to be an awesome flying mount for the whole party, and this is what came out. But this is awesome enough to want to play on its own. Besides, in the continent that we're on, you can't deny that they wouldn't mind having around something that can transport whole squads across the country quickly, or devastate squads on its own.

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Role: Utili-stick.Theme Music: Cold - With My Mind Zelda: Okay, this one is a bit of a ride. Facade was defeated, but it became a spirit of a different kind, haunting its ruined dungeon like a Hyu. In time, though, instead of passing on, being defeated in this form, or becoming a different floor, the entity grasped into another creature. But the meld was imperfect with this baby River Dodongo (like Dimitri). The body is inert, but the spirits have fused. Stub: Muckdweller Ghost (http://www.minmaxboards.com/index.php?topic=1149.0) 2, Factotum 3, Master of the Unseen Hand X; Advancement, finish MotUH (yes, I know the last level is useless), then go back to Factotum.Highlights: It's a Ghost > MotUH build. Enough said.Is this really 'Zelda'?: Yep. Started with thinking about the bosses I knew, and which ones I liked. I remembered the floor guy in Links Awakening, how he threw stuff around, and thought of the Ghost > MotUH stuff.

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Role: ... it's complicated.Theme Music: Bohemian Rhapsody (Is this the real life? Is this just fantasy? Caught in a landslide, No escape from reality.)Zelda: Once a Fisherman on the island of Koholint, but then his whole world shattered. Now, he can’t seem to remember who he was before Koholint, nor can he always tell whether he is dreaming or not. He isn’t really sure of the difference anymore.Stub: Azurin Extractor (http://www.minmaxboards.com/index.php?topic=8704.0)Highlights: This guy can do a lot of different crap.Is this really 'Zelda'?: Okay, so it’s a bit of a stretch, but I want to play this class.

Thoughts? I actually wouldn't really want to have a party on my own. That said, with the eagles Ideal Cohort ability, and the existence of the Improved Cohort feat... Nothing stops me from running 2/3 as one entity.

@ OsleDo you approve of the weapon ability from here (http://www.minmaxboards.com/index.php?topic=3214.0)?

Do you approve of the feats from here (http://www.giantitp.com/forums/showthread.php?t=51893)? Specifically, Cunning Artifice, Cunning Master, and Tactical Recuperation.

What would be your opinion on the interaction between the eagles Ideal Cohort ability, and the benefit of the Improved Cohort feat? Because there actually is a way for me to have Leadership and Improved Cohort already on Fisk.

Weapon ability allowed, but the extra inspiration points only last 5 rounds, otherwise you could just grab something with regeneration and coup de grace them for an hour or so for thousands of inspiration points for your next battle.

I would someone to love to explain me why people keep asking "game group has members in which each one of them has a specific set of abilities inside a theme, can I use this class that puts all of the group's abilities in just one character at the same time and then some?"

Anyway, scaleshaper wasn't aproved, and neither is morphling since the alternate form part is just screaming to be abused, in particular with the feats further boosting it up.

For my part it was scaleshaper (my garbled memory was that it was approved once the Dragon summoning ability got capped only the person intending to play it decided not to) plus not reading Morphling all that carefully before posting about it here.

I would someone to love to explain me why people keep asking "game group has members in which each one of them has a specific set of abilities inside a theme, can I use this class that puts all of the group's abilities in just one character at the same time and then some?"

I think that has something to do with my long-standing argument that some people actually try to Win and Dungeons and Dragons.

Apologies for taking so long to post anything at all in this. My Picori, if still cool with you, is just about 90% complete (minus spell selection and such)

Crude But Effective: Picori have Catch Off Guard and Throw Anything as racial feats. In addition, Picori can use its Cha mod instead of Str/Dex mod for attack rolls with such weapons. In addition improvised melee weapons grant the Picori a 5 feet melee reach even tough it is so tiny.

Resistance to acid, fire, and electricity equal to Half the Picori's total Hit Dice

Languages: Picori (Native), Common, Sylvan

Favored Class: N/A

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Sorcerer 3 (Fey Bloodline:

Bonus Feat (Eschew Materials)

Bloodline Arcana: +2 to Save DC vs. Compulsions you cast

Bloodline Power (1st Level): Laughing Touch - Cause a creature to bust out laughing for 1 round as Melee Touch. Use 3+CHA mod times / day.

Bloodline Power (3rd Level): Woodland Stride - You can move through undergrowth, such as naturally occuring thorns, briars, overgrown areas, etc) at your normal speed without taking damage. Magically created or manipulated landscapes affect you normally.

Bloodline Spell: At 3rd Level, Entangle is automatically added to the Sorcerer's list of Known Spells

Ranger 3:

1st Favored Enemy: +2 To Bluff, Knowledge (Any), Spot, Search, Listen, Sense Motive, Survival, Attack, and Damage rolls against any Humanoid (Goblinoid) as I figure this will factor most Moblins, and they seem pretty destructive to the woods. This bonus is NOT factored into the skills below.

Track: Rangers add Half their level (Minimum 1) to Survival checks when following or identifying tracks

Favored Terrain: Forest. +2 to Initiative checks, Knowledge (Geography), Spot, Search, Listen, Move Silent, Hide, and Survival checks in Forest regions. The Ranger does not leave tracks while moving through a Favored Terrain, but may choose to do so. This bonus is NOT factored into the skills below.

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Bonus - Catch Off Guard (You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.)Bonus - Throw Anything (You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons)

Most, if not all of Koro-Pok's gear is comprised of either natural items found about, or donations at shrines left for the Picori along forest roads. What seems like a minor enchantment to a giant is a vast relic to a Picori. The Javelins are porcupine quills, while the chakram used to be coins that were worn away and ground to an edge. The Handy Haversack used to be someone's belt pouch with Deep Pockets, but it holds a vast fortune to a Picori.

I think that has something to do with my long-standing argument that some people actually try to Win and Dungeons and Dragons.

The designer of both the pieces of homebrew in question is sirpercival, so you can judge for yourself if he's a win D&D type. I'd say far from it. In fact, while such people exist, I haven't met one on this board yet.

I think that has something to do with my long-standing argument that some people actually try to Win and Dungeons and Dragons.

The designer of both the pieces of homebrew in question is sirpercival, so you can judge for yourself if he's a win D&D type. I'd say far from it. In fact, while such people exist, I haven't met one on this board yet.

... One poster has actually started three different topics on the subject. The first one was after having tried to bring a character into a PbP that made the entire rest of the play-group irrelevant. The topic was about not wanting to play anything other than the best, because doing otherwise felt like it was playing the game wrong. That topic concluded with the assertion that the person had reformed. Then the other two topics were very clear ploys to justify the mentality that was supposedly abandoned.

So, no. There is one poster here who is very adamant in the belief that D&D can be "won", and that there is reasoning to proving yourself "the best". And this person must be forced to play cooperatively.

I didn't really take Endarire that way. He talked about being "the best" but he seemed to be less interested with "winning" as in beating the DM and/or the other players than with optimization as an end goal in itself.

Also, this post (http://www.ruleofcool.com/smf/index.php/topic,809.0.html) was basically about how he agrees that seeing D&D as a competition doesn't work in the standard party dynamic.

As to his "reform," you would know better than I whether he's still trying to win in the Heroes Reborn game since you're in the same party.

To get back on topic a bit: What is religion like in Elibe? I've been reading the FE wiki but it's mostly game stats and story synopsis stuff, not much world fluff. There are units called priests and clerics and suchlike and there's the "divine dragons," of whom Naga seems to be actively worshipped by some people at least.

What I'm wondering is how to represent that in D&D terms. Could you be a cleric of Naga? Or another divine dragon? Or something else? What domains would be appropriate for a divine dragon worshipper? Are there other "gods" in the setting I haven't come across?

Gods are almost unheard of in Elibe. Indeed at best you may see some people worshiping a nice powerful local dragon, of which Naga would be the greatest in known history.

Priests/clerics/bishops are more usually connected to a country/organization. They focus more on healing and helping their people than exactly preaching a message. So I guess the correct domains for an Elibe cleric would be any suportive ones. Fire Emblem clerics usually can't use offensive magic at all before promotion, but they can use a variety of staffs with utility powers, so there's that as well.

Which reminds me, I really have to get to finishing playing Shadow Dragon. :p

So the standard Eliban "Cleric" or "Priest" unit would be a cleric (probably a cloistered cleric since my sense is that they don't really wear armor) of a cause, with that cause being roughly "support of my organization and people"?

Yes. Actually among fire emblem units, clerics/priests usually have the lowest defense stat in average, even lower than mages. But their resistance (stat used to defend against magic attacks, that ignore defense) is trough the roof, which I guess is already well represented by good will save+wis main stat.

If I were to build a character using pure crafting, would they be able to craft pre game or would they need to buy their pure metal gear? If the latter, any thoughts on how difficult that would be, how to go about it?

If said character was a fighter would it need to be an SRD fighter or would fighter fixes (SirP's Quick Fix Fighter (http://www.ruleofcool.com/smf/index.php/topic,648.msg12281.html#msg12281), for example) be allowed?

Does using pure metal items prevent a character from using any magic items or just spell trigger/ spell completion/ SLAs and such?

So let me see if I get this straight from the last IC posts, you're going with a "lure the plants in and knock them out with subdual damage"? You can then time-skip ahead, just checking whetever any deku baba manages to save against the luring call (and when Kurt manages to break free).

So let me see if I get this straight from the last IC posts, you're going with a "lure the plants in and knock them out with subdual damage"? You can then time-skip ahead, just checking whetever any deku baba manages to save against the luring call (and when Kurt manages to break free).

It sounds a lot better then the "Get into a fight with creatures the GM has hand selected, in a region the GM prepared specifically for this fight" plan. :)

Oslecamo accidentally posted on this thread instead of the OOC thread for the other campaign (incidentally, if you've a spare hour or so you could do worse than read that game. It's pretty interesting stuff.) and the players from that game replied on the same thread, so it's a contextless snippet of discussion about another ongoing game.

How is your Saint coming, by the way? My holy rockmonster would like to get to the crushing of armies and whatnot.

I haven't written them up yet because this conversation was confusing me and I was wondering if it had already started. Problem solved, so I'll be writing them up either later tonight or tomorrow afternoon, depending on how my abysmal attention span fares.

... also because I keep getting distracted by an MMORPG. :blush

At least I know their appearance this time around. (http://safebooru.org//images/567/b6b1c98e9bc0caf86f87cc9773b43cebf72c4c81.jpg)

Looking at the characters... I don't think I'd be contributing anything useful, really. I'm not going to be taking part. Sorry.

Okay, given this, I'm going to sit down, start and finish Veres, the Evil Eagle (Alignment = TN) (as per the boss from Links Awakening), & his cohort Fak (MotUH build). Right now. Only thing I might not get done before I pass out for the night would be Gear.

This is assuming no-one has a problem with me doing this (Osle said he didn't).

Flay and Ano have both also expressed interest. Just kinda mentioning that, because I don't know what has become of this.

For Veres:Changes to the original proposal to not use Hydra, instead using Titanic for the growth. This gives better speed and carrying, which was the whole point, and less of insane uber-charging, which wouldn't have been much fun to just blitz-pounce everything to death.

Permission to re-fluff Monster of Legend's Breath Weapon option as being Evil Eagle's "Feather Wind" instead of being based on "Breath"?

Leadership is fine as long as you don't pull anything too cheesy. Also your cohort only gets elite array and NPC WBL.

... was the question.

1) Are we using the SirP Houserule for weapon & armour enhancements?2) Can I use a (likely more expensive... say 2k?) variant of the Vestments of Styles to basically be able to take the forms of various saddle arrays (generally including packs, often including multiple Rider-seats)? Also... Having them be able to change into a backpack & clothing when in my DIF.3) Giant Eagle does not have any "Proficiency" section, which makes me curious as to whether I can even have light barding (armour) w/o a penalty on attacks. I know medium or heavy would make me not fly, and thus be useless, but I would think light barding would be suited to what Giant Eagles are. What are your thoughts on this?

For Veres:Changes to the original proposal to not use Hydra, instead using Titanic for the growth. This gives better speed and carrying, which was the whole point, and less of insane uber-charging, which wouldn't have been much fun to just blitz-pounce everything to death.

Permission to re-fluff Monster of Legend's Breath Weapon option as being Evil Eagle's "Feather Wind" instead of being based on "Breath"?

1) Are we using the SirP Houserule for weapon & armour enhancements?2) Can I use a (likely more expensive... say 2k?) variant of the Vestments of Styles to basically be able to take the forms of various saddle arrays (generally including packs, often including multiple Rider-seats)? Also... Having them be able to change into a backpack & clothing when in my DIF.3) Giant Eagle does not have any "Proficiency" section, which makes me curious as to whether I can even have light barding (armour) w/o a penalty on attacks. I know medium or heavy would make me not fly, and thus be useless, but I would think light barding would be suited to what Giant Eagles are. What are your thoughts on this?

1)Yes2)Ok3)As long as the armor/barding has no skill penalty, you can wear it whitout problem even whitout proficiency.

Looking at the characters... I don't think I'd be contributing anything useful, really. I'm not going to be taking part. Sorry.

Okay, given this, I'm going to sit down, start and finish Veres, the Evil Eagle (Alignment = TN) (as per the boss from Links Awakening), & his cohort Fak (MotUH build). Right now. Only thing I might not get done before I pass out for the night would be Gear.

This is assuming no-one has a problem with me doing this (Osle said he didn't).

Are you planning to play Verres and Fak in the same party as Arthur the Mage Dragon? No objection if you are, just interested.

Looking at the characters... I don't think I'd be contributing anything useful, really. I'm not going to be taking part. Sorry.

Okay, given this, I'm going to sit down, start and finish Veres, the Evil Eagle (Alignment = TN) (as per the boss from Links Awakening), & his cohort Fak (MotUH build). Right now. Only thing I might not get done before I pass out for the night would be Gear.

This is assuming no-one has a problem with me doing this (Osle said he didn't).

Are you planning to play Verres and Fak in the same party as Arthur the Mage Dragon? No objection if you are, just interested.

IDK, IDC, just getting bored of waiting, and frustrated with our hokey-pokey membership. It's up to everybody else to finish things up, and osle to dictate who's in what group.

3)As long as the armor/barding has no skill penalty, you can wear it without problem even without proficiency.

So... I spent almost all of my money on being able to fly & fight in full plate. I am a bad, bad, man.

Crap re-did math, went over-budget anyway. :puppy

Ah, well, it was fun in my head. And I still want that armour at some point. Flying around and fighting, in full plate. At gargantuan size.If I saw a gargantuan eagle, flying really, really fast strait for me, coated in metal, there would be no "Intimidate Check" needed.

Somewhat permission thing: but can I go ahead and have an Everlasting Feedbag for this character. I know he isn't "Equine", as the item calls for, but I really don't want to have to think about what the food conversion is between his DIF & true form might be, nor how much meat a Gargantuan Eagle eats in a week. I'm guessing that there isn't enough meat in the party (members) to feed it, and I don't want to wipe out the local wildlife in every area we come across. I know you (and most DM's) don't track this stuff anyway, but a new massive carnivore in the area has to have some kind of impact.

For background, I'm thinking: Bird who is a military unit who also helps to deploy military units; Raised in Elbe, though hatched from an egg found in the islands; He's a big eagle; He carries around troops; He hits harder than most troops; He's not much of a thinker; He can also play SR-71, flying high and fast with an amazing Spot check (45 if taking 10); He is also hard to knock down (Lots of HP & Fast Healing).

That isn't a b/g stub. That's really all I've got. He's kind of gruff & quiet. Just don't ignore him when he says he sees or hears something.

Somewhat permission thing: but can I go ahead and have an Everlasting Feedbag for this character. I know he isn't "Equine", as the item calls for, but I really don't want to have to think about what the food conversion is between his DIF & true form might be, nor how much meat a Gargantuan Eagle eats in a week. I'm guessing that there isn't enough meat in the party (members) to feed it, and I don't want to wipe out the local wildlife in every area we come across. I know you (and most DM's) don't track this stuff anyway, but a new massive carnivore in the area has to have some kind of impact.

Somewhat permission thing: but can I go ahead and have an Everlasting Feedbag for this character. I know he isn't "Equine", as the item calls for, but I really don't want to have to think about what the food conversion is between his DIF & true form might be, nor how much meat a Gargantuan Eagle eats in a week. I'm guessing that there isn't enough meat in the party (members) to feed it, and I don't want to wipe out the local wildlife in every area we come across. I know you (and most DM's) don't track this stuff anyway, but a new massive carnivore in the area has to have some kind of impact.

(toe) ring of sustenance?

Everlasting Ration is 350GP. They take care of feeding w/o worrying about all the feeding stuff, but will only feed a medium creature.

Everlasting Feedbag is 800GP. Take care of feeding like the rations, but will work for any equine, of any size, that it is tied to.

Ring of Sustenance is 2,500GP. Feeds & cuts sleep needs in 1/4. Doesn't matter about sleep, because he has an undead cohort to keep watch. Too expensive to afford right now, too. I mean, I could swing it if I changed around my expenses, but the only change I'd really want to make would be which of the three things I've got is the +4 (Str, Con, or Saves). Plus, even if I could afford it, 2.5K for something that doesn't even get tracked normally, and is really only there for fluff is inane.

I've added some background and personality to Alan, and dropped his Specter moniker since it didn't quite seem right. I have most of his feats taken care of, but still need to work on equipment and module loadout.

Somewhat permission thing: but can I go ahead and have an Everlasting Feedbag for this character. I know he isn't "Equine", as the item calls for, but I really don't want to have to think about what the food conversion is between his DIF & true form might be, nor how much meat a Gargantuan Eagle eats in a week. I'm guessing that there isn't enough meat in the party (members) to feed it, and I don't want to wipe out the local wildlife in every area we come across. I know you (and most DM's) don't track this stuff anyway, but a new massive carnivore in the area has to have some kind of impact.

How about "feeded to the big war bird" being the official method of execution on the land? :p

Also not like there aren't cattle herders and farmers around. If the land can sustain armies in constant war, it certainly can sustain the ocasional trained monster.

For background, I'm thinking: Bird who is a military unit who also helps to deploy military units; Raised in Elbe, though hatched from an egg found in the islands; He's a big eagle; He carries around troops; He hits harder than most troops; He's not much of a thinker; He can also play SR-71, flying high and fast with an amazing Spot check (45 if taking 10); He is also hard to knock down (Lots of HP & Fast Healing).

That isn't a b/g stub. That's really all I've got. He's kind of gruff & quiet. Just don't ignore him when he says he sees or hears something.

Aww, c'mon, you have levels in Freaking Monster of Legend. Can't you come up at least with some epic deeds? It is a prerequisite and everything. :P

I think I may have a concept that grabs me for a Fire Emblem mythos character.

A Trickster (http://fireemblem.wikia.com/wiki/Trickster) type with a prodigal son type background. From a noble Eturian house (possibly even the royal family), was a deliquent youth and ended up skipping the country in search of a good time/ to avoid the consequences of his actions. Now, in Eturia's hour of need, he's back to save the day. Or that's his story anyway.

Mechanical question: Does the Aptitude Boomerang Daze trick work?

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Quote from: Warblade "Weapon Aptitude" Feature

Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat you have that applies only to a single weapon (such as Weapon Focus).

Can this ability change the "designated weapon" of Boomerang Daze (http://dndtools.eu/feats/races-of-eberron--10/boomerang-daze--254/) from Boomerang to something else (Gnome Quickrazor, for example)?

I have now given his background for everything but his leadership, and I have done nothing for Fak as yet. Working on doing a lot of stuff right now, sorry about the delay.

I am pretty sure the level of stupidity 'desperate self-sacrifice and bravery' (since it worked) that was employed to hold the line would be enough to fulfill the prerequisites.

For leadership: is it just the cohort, or are there followers too?

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Can he have his followers be "slightly mutated Baby Dodongo's" (Muckdwellers with levels in Swordsage, Blistering Flourish being their 'explosion' that doesn't kill them because of their 'mutation')?If allowed, I'd basically have all of them be carbon-copies of each other (because, in part, it is as if racial, not trained, abilities). The stance known would be Stonefoot Stance; The maneuvers readied would be Blistering Flourish, Distracting Ember, Sudden Leap, and Wind Stride. Their only feat would be Adaptive Style (to refresh all of their maneuvers with one full-round, instead of one maneuver per full-round). Right now, there would be eight of them.

I would endeavor to keep them away from bombs. 'Weakness' not-withstanding, 4 HP doesn't go far.

If allowed: I plan to have Veres to have rescued their swamp-grove from an attack... accidentally.

So a new monster class got posted and I am now compelled to build a character with it. Must be thursday!

Are there Oni (http://www.minmaxboards.com/index.php?topic=10089.0) in Elibe? I've searched for Oni and demons in fire emblem wikis and so far only found the one: Fomortiis, the big bad from the Sacred Stones.

If the Kuwa class is fittable into the mythos, the Dread Champion (http://www.minmaxboards.com/index.php?topic=9437.0) class seems like a natural progression of its bullying style, assuming it's at an acceptable power level.

If I have Fak wield a weapon with the Sizing ability, can he make it go above Colossal? Idea is for a Darkwood Greatclub, Ghost Touch & Sizing. Can't currently get it to 12d8, due to weight. But I could have it at 8d8 (average being 36), can't ever get it above 12d8 due to weight limits for TK (nor do I ever plan to try to stack anything else on top of this, though I don't think anything else actually does to add to this, without increasing weight).

So a new monster class got posted and I am now compelled to build a character with it. Must be thursday!

Are there Oni (http://www.minmaxboards.com/index.php?topic=10089.0) in Elibe? I've searched for Oni and demons in fire emblem wikis and so far only found the one: Fomortiis, the big bad from the Sacred Stones.

Demons/oni aren't that common in Elibe yes, but half the point of this campaign is that strange beings can and do come from the neighbour lands/dimensions.

If the Kuwa class is fittable into the mythos, the Dread Champion (http://www.minmaxboards.com/index.php?topic=9437.0) class seems like a natural progression of its bullying style, assuming it's at an acceptable power level.

Idea is for a Darkwood Greatclub, Ghost Touch & Sizing. Can't currently get it to 12d8, due to weight. But I could have it at 8d8 (average being 36), can't ever get it above 12d8 due to weight limits for TK (nor do I ever plan to try to stack anything else on top of this, though I don't think anything else actually does to add to this, without increasing weight).

If I have Fak wield a weapon with the Sizing ability, can he make it go above Colossal?

Sizing property doesn't exist. Magic weapons automatically adapt to the size most appropriate to the wielder.

How does that work for being wielded by Telekinesis?A) Does it auto change to the size of the TK-user?B) Does it change to whatever size (or weight) desired by the TK-user?

Because, if the answer is "A", then that means that I would not be able to use TK in combat for anything other than combat maneuvers, since TK wielded weapons can only hit once per round, and only deal weapon damage. 8d8 averages to 36 damage, FWIW.

I have now given his background for everything but his leadership, and I have done nothing for Fak as yet. Working on doing a lot of stuff right now, sorry about the delay.

I am pretty sure the level of stupidity 'desperate self-sacrifice and bravery' (since it worked) that was employed to hold the line would be enough to fulfill the prerequisites.

For leadership: is it just the cohort, or are there followers too?

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Can he have his followers be "slightly mutated Baby Dodongo's" (Muckdwellers with levels in Swordsage, Blistering Flourish being their 'explosion' that doesn't kill them because of their 'mutation')?If allowed, I'd basically have all of them be carbon-copies of each other (because, in part, it is as if racial, not trained, abilities). The stance known would be Stonefoot Stance; The maneuvers readied would be Blistering Flourish, Distracting Ember, Sudden Leap, and Wind Stride. Their only feat would be Adaptive Style (to refresh all of their maneuvers with one full-round, instead of one maneuver per full-round). Right now, there would be eight of them.

I would endeavor to keep them away from bombs. 'Weakness' not-withstanding, 4 HP doesn't go far.

If allowed: I plan to have Veres to have rescued their swamp-grove from an attack... accidentally.

Is current Backstory sufficient for MoL?Do you still have Leadership grant Followers, or just the Cohort?If Followers are allowed, the ones as presented above are my ideal.If Swordsage is not allowed for Followers, and it were to be "NPC class only" (as per the 3.0 rules), would Prime32's Soldier be allowed?

Because, if the answer is "A", then that means that I would not be able to use TK in combat for anything other than combat maneuvers, since TK wielded weapons can only hit once per round, and only deal weapon damage. 8d8 averages to 36 damage, FWIW.

I have now given his background for everything but his leadership, and I have done nothing for Fak as yet. Working on doing a lot of stuff right now, sorry about the delay.

I am pretty sure the level of stupidity 'desperate self-sacrifice and bravery' (since it worked) that was employed to hold the line would be enough to fulfill the prerequisites.

For leadership: is it just the cohort, or are there followers too?

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Can he have his followers be "slightly mutated Baby Dodongo's" (Muckdwellers with levels in Swordsage, Blistering Flourish being their 'explosion' that doesn't kill them because of their 'mutation')?If allowed, I'd basically have all of them be carbon-copies of each other (because, in part, it is as if racial, not trained, abilities). The stance known would be Stonefoot Stance; The maneuvers readied would be Blistering Flourish, Distracting Ember, Sudden Leap, and Wind Stride. Their only feat would be Adaptive Style (to refresh all of their maneuvers with one full-round, instead of one maneuver per full-round). Right now, there would be eight of them.

I would endeavor to keep them away from bombs. 'Weakness' not-withstanding, 4 HP doesn't go far.

If allowed: I plan to have Veres to have rescued their swamp-grove from an attack... accidentally.

What were you going to do with Saint/Paragon? Pure Crafting, right? I had a rough build of a Fighter/Saint focusing on pure crafting and it was looking like it'd be able to both not die or be incapacitated (or even inconvienienced most of the time) by pretty much anything and dish out damage that kept up with Regideus's pretty effectively/ do some battlefield control via pure metal dust bombs.

Also, you don't necessarily have to be in the same party as Regideus and his spellshaper cohort, if they seem likely to tread on your toes rolewise. Oslecamo was planning two parties and Arias and I both have alternate concepts aplenty.

Pure Crafting, yes. Mithril, full plate, tower shield (because those shields are actually pretty nice), silver weapon most of the time. Purity and Innocence, take the feat early to explain how they made that stuff. Main problem is maintaining full BAB with it and getting crafting. Think I was looking at Crusader at the time.

Now have the idea to do an Anthromorphic Animal ninja... or at least fluffed as a ninja, though the CA Ninja does at least look interesting. Because who doesn't want to see an assassin less than six inches tall? ... well, if there was a way to get them that small. :lmao

Pure Crafting, yes. Mithril, full plate, tower shield (because those shields are actually pretty nice), silver weapon most of the time. Purity and Innocence, take the feat early to explain how they made that stuff. Main problem is maintaining full BAB with it and getting crafting. Think I was looking at Crusader at the time.

Now have the idea to do an Anthromorphic Animal ninja... or at least fluffed as a ninja, though the CA Ninja does at least look interesting. Because who doesn't want to see an assassin less than six inches tall? ... well, if there was a way to get them that small. :lmao

Considering my concept character is a Picori, who clock in at "Fine" size category, if you do a six inch tall character, you won't be the shortest member of the party.

Because, if the answer is "A", then that means that I would not be able to use TK in combat for anything other than combat maneuvers, since TK wielded weapons can only hit once per round, and only deal weapon damage. 8d8 averages to 36 damage, FWIW.

You realize you can throw one weapon per caster level right?

First, I'm not talking about Violent Thrust. I'm talking about Telekinetic Wielder of the Master of the Unseen Hand.

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Telekinetic Wielder: By maintaining concentration on the combat maneuver version of telekinesis, a master of the unseen hand of 2nd level or higher can make a single attack with an unattended weapon or one he is holding, moving the weapon up to 20 feet before the attack. Resolve the attack as normal, except that the weapon's movement doesn't provoke attacks of opportunity. The master of the unseen hand's base attack bonus on this attempt is equal to his caster level plus his Charisma modifier. Any weapon-related feats the master of the unseen hand has (such as Weapon Focus and Power Attack) do not apply when he's telekinetically wielding a weapon.

Second, even if this was about how Violent Thrust works, even with it being one per caster level, having every weapon automatically shrink the second it is touched means that, while I'm not getting the size modifier to the attack roll, I would be getting the penalty. Additionally, it means that boulders would always deal more damage than weapons, in my case. This is because there are no weapons that deal 1d6 for Fak's Size. This is compounded by the fact that (at CL 15), if I had to choose between throwing 15, 25lb boulders dealing 1d6 each, or one 375lb boulder dealing 15d6, I would choose the second, because of DR, and not wanting to make 15 freaking attack rolls. Applying that same theory to weapons, and it makes why I don't want to have a bunch of mini weapons for that use of TK clear too.

Double Post, I know, but oh well. This is for a different purpose anyway :P

So, looking through the data, it looks like, as far as group one goes, Arthur and Regi are done, and Saber is only missing his background.Melichor, Alan, Koro, and USP (Unnamed SorO Project), are in various stages of the creation process.

Does this meet the three that you need to start group 1, or does Multi need to write his BG?

@ RD

I like both of the concepts you are putting up.The Saint could actually go pretty good with the Eagle, Ghost, and Oni (if CNC builds that), making for a full military team, an assembly of captains. Not dying is actually more useful than you think. First of all, try reading up to the end of our first battle in the other game. Now imagine that you have a party with Regen / Fast Healing, where you can hold the line, while we hide behind you healing up. Plus, style points for a D&D HALO battle entry... sans para-shoot. But, yeah, I really wish we'd had someone built for this kind of defense in the battle against the pirates.

The Kennen could really go with either group.

... but I do have 2 more ideas for characters (I've decided that the Extractor would be a bit too complicated at this time).

Something 6 (probably Crusader)/Saint 2. Still inclined to do Anthromorphic Animal and make them look like an angel, grab Versatile or something on level 1.

Anthromorphic Animal 6 (only way to get something less than a foot high with butterfly stylings. Also stacks with Sneak Attack)/Rogue, Psychic Rogue, or Ninja 2. Would dearly love to stick this on them, (http://www.giantitp.com/forums/showthread.php?t=140428) because I find the idea of a tiny ascetic ninja strangely adorable.

Ocean Giant 8. Because why the hell not play a giant mermaid?

(There is also the 'how many monstrosities can I stack' idea, which involves starting with Hellwasp Swarm and then using monster hybrid to take Gelatinous Cube or something)

Because, if the answer is "A", then that means that I would not be able to use TK in combat for anything other than combat maneuvers, since TK wielded weapons can only hit once per round, and only deal weapon damage. 8d8 averages to 36 damage, FWIW.

You realize you can throw one weapon per caster level right?

First, I'm not talking about Violent Thrust. I'm talking about Telekinetic Wielder of the Master of the Unseen Hand.

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Telekinetic Wielder: By maintaining concentration on the combat maneuver version of telekinesis, a master of the unseen hand of 2nd level or higher can make a single attack with an unattended weapon or one he is holding, moving the weapon up to 20 feet before the attack. Resolve the attack as normal, except that the weapon's movement doesn't provoke attacks of opportunity. The master of the unseen hand's base attack bonus on this attempt is equal to his caster level plus his Charisma modifier. Any weapon-related feats the master of the unseen hand has (such as Weapon Focus and Power Attack) do not apply when he's telekinetically wielding a weapon.

36 damage with each attack before other modifiers still is pretty far from shabby.

Second, even if this was about how Violent Thrust works, even with it being one per caster level, having every weapon automatically shrink the second it is touched means that, while I'm not getting the size modifier to the attack roll, I would be getting the penalty.

There's a diference between "wielder" and "touch". The weapon won't automatically shrink if you throw them at someone unless they have something lie catch arrows that would allow them to catch it mid-flight.

Double Post, I know, but oh well. This is for a different purpose anyway :P

So, looking through the data, it looks like, as far as group one goes, Arthur and Regi are done, and Saber is only missing his background.Melichor, Alan, Koro, and USP (Unnamed SorO Project), are in various stages of the creation process.

Does this meet the three that you need to start group 1, or does Multi need to write his BG?

Something 6 (probably Crusader)/Saint 2. Still inclined to do Anthromorphic Animal and make them look like an angel, grab Versatile or something on level 1.

Anthromorphic Animal 6 (only way to get something less than a foot high with butterfly stylings. Also stacks with Sneak Attack)/Rogue, Psychic Rogue, or Ninja 2. Would dearly love to stick this on them, (http://www.giantitp.com/forums/showthread.php?t=140428) because I find the idea of a tiny ascetic ninja strangely adorable.

Ocean Giant 8. Because why the hell not play a giant mermaid?

(There is also the 'how many monstrosities can I stack' idea, which involves starting with Hellwasp Swarm and then using monster hybrid to take Gelatinous Cube or something)

I have witnessed a bunch of diferent "Vow of Poverty fixes" over my years as a DM. To be honest they have left a somewhat sour taste in my mouth for a myriad of reasons and that one doesn't seem too diferent, thus I'm afraid I will veto it.

Understandable. I'm just concerned about being crushed under the weight of any magic items. :lmao

Hm... don't like Psychic Rogue (I'd get the useful-for-stealth powers way too late. Pity about not getting compression, though), so that leaves normal Rogue or Ninja. Probably CA Ninja... if I can work out a way to hide or get invisibility more often. Shadowdancer unfortunately has perform as a prerequisite. >_>;

Understandable. I'm just concerned about being crushed under the weight of any magic items. :lmao

Hm... don't like Psychic Rogue (I'd get the useful-for-stealth powers way too late. Pity about not getting compression, though), so that leaves normal Rogue or Ninja. Probably CA Ninja... if I can work out a way to hide or get invisibility more often. Shadowdancer unfortunately has perform as a prerequisite. >_>;

You could try the Invisible Fist monk ACF from EoE and then add ninja levels and take Ascetic Stalker. Have you checked out the ninja handbook yet?

Don't think I particularly want Ascetic Stalker, though. And I do want at least five levels of Anthromorphic Animal (to get down to Diminutive and get the 'AA levels stack with sudden strike' thing). Invisible Fist, on the other hand, is very nice. Hmm.

... I have an idea that's actually relatively easy to write up (though I'm not entirely sure on feats to take with it): AA 1/Pseudonatural Creature 7. Or AA 5/Titanic Creature 3 (for a colossal creature with disturbing amounts of tentacles). Either way, grappling and/or insane reach is the main priority*. :lmao

Which puts my collection of ideas up to: Fighter 6/Saint 2 (for surviving and Pure Crafting, I forgot Fighter has Craft as a skill); Anthromoprhic Animal 5/Monk 2/Ninja 1 (for sneaking and backstabbing); Ocean Giant 8 (for water); and the above two possibilities for grappling stuff and being insanely freakish.

Crude But Effective: Picori have Catch Off Guard and Throw Anything as racial feats. In addition, Picori can use its Cha mod instead of Str/Dex mod for attack rolls with such weapons. In addition improvised melee weapons grant the Picori a 5 feet melee reach even tough it is so tiny.

Resistance to acid, fire, and electricity equal to Half the Picori's total Hit Dice

Languages: Picori (Native), Common, Sylvan

Favored Class: N/A

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Sorcerer 3 (Fey Bloodline:

Bonus Feat (Eschew Materials)

Bloodline Arcana: +2 to Save DC vs. Compulsions you cast

Bloodline Power (1st Level): Laughing Touch - Cause a creature to bust out laughing for 1 round as Melee Touch. Use 3+CHA mod times / day.

Bloodline Power (3rd Level): Woodland Stride - You can move through undergrowth, such as naturally occuring thorns, briars, overgrown areas, etc) at your normal speed without taking damage. Magically created or manipulated landscapes affect you normally.

Bloodline Spell: At 3rd Level, Entangle is automatically added to the Sorcerer's list of Known Spells

Ranger 3:

1st Favored Enemy: +2 To Bluff, Knowledge (Any), Spot, Search, Listen, Sense Motive, Survival, Attack, and Damage rolls against any Humanoid (Goblinoid) as I figure this will factor most Moblins, and they seem pretty destructive to the woods. This bonus is NOT factored into the skills below.

Track: Rangers add Half their level (Minimum 1) to Survival checks when following or identifying tracks

Favored Terrain: Forest. +2 to Initiative checks, Knowledge (Geography), Spot, Search, Listen, Move Silent, Hide, and Survival checks in Forest regions. The Ranger does not leave tracks while moving through a Favored Terrain, but may choose to do so. This bonus is NOT factored into the skills below.

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Bonus - Catch Off Guard (You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.)Bonus - Throw Anything (You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons)

Most, if not all of Koro-Pok's gear is comprised of either natural items found about, or donations at shrines left for the Picori along forest roads. What seems like a minor enchantment to a giant is a vast relic to a Picori. The Javelins are porcupine quills, while the chakram used to be coins that were worn away and ground to an edge. The Handy Haversack used to be someone's belt pouch with Deep Pockets, but it holds a vast fortune to a Picori.

So, Osle, just so I understand something here: If a weapon were to be sized as Colossal, and then TK were to 'grab' it with Combat Maneuver or Sustained Force, would it then shrink?If a weapon were to be sized as Colossal, and then TK were to throw it with Violent Thrust, would it then shrink?

What would the Psuedonatural Creature build be Nintendo Universe wise? For that matter, what would the diminutive ninja be?

I would honestly need help with these bits, because I've not played much Nintendo stuff for ages. >.<

... Missingno?

:lmao

Lets not bridge that. It might ruin the data on our cartridge.

But isn't that perfect for what pseudonatural creature represents? Meddling with things that should not be meddled in? Stuff that cannot be comprehended (I mean, there's no in-universe justification for missingno, it's literally 'the world has gone wrong')? :p

Also, Wailord isn't terribly appropriate when I'm going AA 1/Pseudonatural Creature 7 (AA 6/Titanic Creature 2 gets lots of tripping, but not so much fun grapple toys). Though if it was a mix... probably something like Tauros and the Gardevoir line, glued together with Ditto. Or swap Tauros for something which clearly has claws.

Missingno is amusingly appropriate on the "things that should not be" aspect of PnC. It doesn't really look like a pile of tentacles, however.

What would you be doing with the AA1? Something better than PnC8 with a base race? If not, you could fluff it as some demented individual trying to splice pokemon and human genes together and coming out with a monstrosity.

Missingno is amusingly appropriate on the "things that should not be" aspect of PnC. It doesn't really look like a pile of tentacles, however.

It looks like a pixelated mess. I am free to interpret that as tentacles, surely? It's got whorls and everything. Also, it can have multiple appearances, so it fits the 'looks possible' to 'oh god what the hell' transformation. XD

Also, getting extra natural attacks and therefore tentacles. The most logical class for that would be the Thri-Keen, but I have no idea what I would be doing with a psionic ant thing.

So what sort of backstory are you going to write for Missingno? And how will it fit into the party, exactly?

I'm not against it (actually cracking up at the idea) just curious.

As far as Thri Kreen, if you're Missingno you pretty much get to justify absolutely any class choice via "well it's a friggin glitch in reality, how do you explain it?" which could include Thri Kreen easily enough.

If you want Tentacles, though, the Grell (http://www.minmaxboards.com/index.php?topic=6147.0) gets 6 in 2 levels or 10 in 3. Don't know if it's worth delaying PnC, but it's an option.

So what sort of backstory are you going to write for Missingno? And how will it fit into the party, exactly?

I'll get back to you on this, rather than working on it at half three in the morning. XD

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[As far as Thri Kreen, if you're Missingno you pretty much get to justify absolutely any class choice via "well it's a friggin glitch in reality, how do you explain it?" which could include Thri Kreen easily enough.

I get PLA's I'm not really sure what to do with, is the issue.

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If you want Tentacles, though, the Grell gets 6 in 2 levels or 10 in 3. Don't know if it's worth delaying PnC, but it's an option.

I'd jump for it if we were starting at 9th level. As it is... I'm not sure I'd want to delay Time Walk.

Or, you can always maximize the sheer level of "came from somewhere else, and it should not exist here" aspect. Also gaining tentacle attacks, at this point three, to a max of 4 at 10 HD. Darkvision, Blindsense, boosts to Str and Con, NA = to 2 + Con mod.

Or, you can always maximize the sheer level of "came from somewhere else, and it should not exist here" aspect. Also gaining tentacle attacks, at this point three, to a max of 4 at 10 HD. Darkvision, Blindsense, boosts to Str and Con, NA = to 2 + Con mod.

Iä! Iä! (http://www.minmaxboards.com/index.php?topic=5098.0)

... well, certainly an option. Probably two levels to get that speed boost. Because 40 feet now translates to 80 feet next level, plus the dimension door. Probably going to go with that. Gives me something to return to if PsN ever gets completed.

Extended Senses (Ex): In addition to regular vision, the shoggoth has darkvision out to 10 feet per HD (maximum 120 ft.). The shoggoth is also immune to blindness. At 4th level, the shoggoth develops blindsight out to 5 feet for every HD over 3 (maximum 60 ft.).

... I'm not sure if the 4th level actually refers to four levels in shoggoth or not. I assume it does. @_@

The Shoggoth has quite a few traits like that (natural armour increases, DR/Cold Iron and Magic, etc.). The way the DR is set up is basically the standard HD/2 thing, though, even if it's tied to the levels.

... oh well, I get DR /- anyway, so I'm not sure it matters much.

Main thing that gets affected is if it's 5+Con Mod or 3+Con Mod for natural armour, and the blindsight there.

Background: Somewhere, somehow, reality messed up. Maybe it was too much magic, maybe it was gods' tinkering. Either way, at a horrific nexus formed entirely of world-shaking powers, a figure began to take shape, shielding the world from the aberration. Now, a scant few years down the line, the horror has somehow found its way into the services of the nation... still painfully naive, but useful, in its own way.

Why Tail and not Flexible Limbs, though? More grapple! What would I be using Balance for? :huh

Because Flexible Limbs grants a +2 Racial bonus to Grapple.Because Deepspawn grants a +2 Racial Bonus to Grapple.They overlap, and thus you overwrite the entire benefit of Flexible Limbs when you take Deepspawn, which also grants two more natural attacks. The actual stats of the tentacles granted by Deepspawn don't matter though, since PnC makes takes your other attacks, and makes them into its tentacles.

Likewise: Shoggoth grants a +4 racial to Spot and Search, which is better than both of the eyes options; You have a Swim Speed, thus don't need Webbed Hands bonus to Swim; You have a Climb speed, so you don't need the Climb bonus from Sticky Fingers.

All you're left with that might be of any use is a bonus to either Balance, or Escape Artist.You really, really do not need Escape Artist.

Explanation for the backstory: Missingno is caused by data being temporarily saved in a spot to facilitate pokeball demonstration. This spot happens to be where creature data is read. AKA, something tinkering with reality. Now, normally it would fix itself (magic isn't known for causing those sorts of lasting problems easily), but under the right conditions, this anomaly can intrude onto the normal world... and when it does, it has to be represented somehow. In this case, by bundling the horror into one creature. @_@

Also problematic is what I see happening at character level 10--Rotting Constriction automatically drains at least 1d6 Con, which isn't good if I want to have a healthy minion.

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Alien Assimilation:At 6th level as a fullround action, the pseudonatural creature can insert mysterious fluids into an helpless/pinned corporeal creature it is grappling. The creature loses any number of levels of your choice and gains the same amount of levels of Pseudonatural creature (it cannot replace more levels than it originally had). It also becomes friendly towards you (unless it had more to begin with). At your choice, it also enters a catatonic state and will wake up in 1d12 hours whitout memories of what hapened (but will still be instintively be friendly towards you in either form), in which case it will take some time time to realize its “new” nature. If it reproduces, the offspring will have one level of pseudonatural creature. Only a limited wish, wish or miracle can revert this process.

Well, they're both pretty good for it. Depends which kind you want to go for.

... this is going to raise so many questions when it first happens, because this way is probably less ridiculous than 'stabbed through the stomach without bleeding' or something. No matter how little description is used. @_@

So, I'm up to eight tentacles? That's +14 on grapple checks, with the racial +2. I've caught up to colossal size bonuses. :O

Well, they're both pretty good for it. Depends which kind you want to go for.

... this is going to raise so many questions when it first happens, because this way is probably less ridiculous than 'stabbed through the stomach without bleeding' or something. No matter how little description is used. @_@

So, I'm up to eight tentacles? That's +14 on grapple checks, with the racial +2. I've caught up to colossal size bonuses. :O

When you start gearing, don't forget the Titan Grip Gauntlets (or whatever they're called). +8 enhancement bonus to grapple 3/day. For when you need that boost.

Anywho, you know your levels, your feats, and you have an idea for b/g.

I'm not sure. (http://www.dandwiki.com/wiki/SRD:Gloves_of_Titan's_Grip) Automatic activation? For 14k? Hm. Seems overpriced for a +8 bonus to exactly one type of check (you'd think Grappling would fall somewhere between +8 to a skill check's 6,400 and a +8 enhancement bonus's 128,000).

I don't just beat things up. With all my tentacles, if I somehow manage to get hold of a caster, that's a... I'm guessing about +90 to concentration checks, and inability to speak? :lmao

So the team thus far is a glitch in reality with a side of tentacles and a giant many winged bird with his poltergeistesque buddy?

Is it safe to say that you guys have the ass beating/ damage dealing side of things dealt with and that some sort of utility would be superior to additional ass beating/ damage dealing?

It would be somewhat amusing to play my Oni build in a party where the Demon/Ogre dude is the most normal and least scary member by a considerable margin.

At this point, I'm somewhat assuming that Missingno would be with Regi and Arthur. Since too many of the people in that game are no-shows or slow-shows.

Also, Veres, when in his DIF, looks like a man with sharp nails and wings on his back. Unless he's flying, he is going to be holding the sets of wings close enough together that it doesn't look like he has 2-pair.So he doesn't look all that threatening.

Missingno is probably going to look comparatively normal when not trying to murder things. Since, you know, DIF is a survival mechanism if your two forms are 'betentacled monstrosity' and 'even worse betentacled monstrosity'. Mindbreaking girl that sprouts tentacles and does horrific things with them is much better.

Missingno/Regi/Arthur works nicely. I'll have to figure out how the "Pokémon God" will react to the "Pokémon Eldritch Abomination."

Hopefully being a giant rockmonster won't create too many problems/torch wielding mobs for the party but if it does, Regi has the Alter Form divine ability which should be able to create a less threatening appearance if necessary.

EDIT: Now that I think about it, my backstory currently has Regideus entering Elibe via a mysterious and unexplained portal. I wonder if Missingno had something to do with that?

So, since Capcom, a third-party company, is allowed in the form of Doctors Blight and Waily...

Could I use my Spellwarped Cheese (http://www.minmaxboards.com/index.php?topic=8345.msg132511#msg132511) to create an insanely fast knight with a magic talking sword? (http://theologygaming.com/wp-content/uploads/2012/12/Sonic_and_The_Black_Knight_by_baddeejay33.jpg)

So, since Capcom, a third-party company, is allowed in the form of Doctors Blight and Waily...

Could I use my Spellwarped Cheese (http://www.minmaxboards.com/index.php?topic=8345.msg132511#msg132511) to create an insanely fast knight with a magic talking sword? (http://theologygaming.com/wp-content/uploads/2012/12/Sonic_and_The_Black_Knight_by_baddeejay33.jpg)

LA is not allowed so you'd have to use the Spellwarped Creature Monster Class (http://www.minmaxboards.com/index.php?topic=2758.0) which is not conducive to the combo outlined in your thread (speed has the same duration as the others and the bonuses don't stack in any case.)

If you wanted to be Sonic, however, the Anthropomorphic Animal (http://www.minmaxboards.com/index.php?topic=532.0) class is probably the place to start. You can get some pretty ridiculous speeds out of the fast/faster/fastest line of abilities.

Then a level of Shadow Creature (http://www.minmaxboards.com/index.php?topic=7156.0) will give you an additional +50% to your ridiculous speed. That would make you more akin to this anthropomorphic hedgehog (http://www.dan-dare.org/Dan%20Sonic/ShadowTheHedgehogWallpaper800.jpg) but it is an option.

Paragon (http://www.minmaxboards.com/index.php?topic=4204.0) gets +50% speed at lv3, but you can't take both that and Shadow Creature, and 5 levels of Anthropomorphic Animal (which is what you need to get Fastest) by lv8. Going Paragon 3 would give you various other fun abilities and the class's flavor fits pretty well with Sonic.

I'm sure there's other speed increasing options out there but those are the ones that occur to me at the moment. Deadly Dancer (http://www.minmaxboards.com/index.php?topic=942.0) is another very very fast monster class but I don't think even refluffing could make it work with the Sonic concept.

So, since Capcom, a third-party company, is allowed in the form of Doctors Blight and Waily...

Could I use my Spellwarped Cheese (http://www.minmaxboards.com/index.php?topic=8345.msg132511#msg132511) to create an insanely fast knight with a magic talking sword? (http://theologygaming.com/wp-content/uploads/2012/12/Sonic_and_The_Black_Knight_by_baddeejay33.jpg)

LA is not allowed so you'd have to use the Spellwarped Creature Monster Class (http://www.minmaxboards.com/index.php?topic=2758.0) which is not conducive to the combo outlined in your thread (speed has the same duration as the others and the bonuses don't stack in any case.)

If you wanted to be Sonic, however, the Anthropomorphic Animal (http://www.minmaxboards.com/index.php?topic=532.0) class is probably the place to start. You can get some pretty ridiculous speeds out of the fast/faster/fastest line of abilities.

Then a level of Shadow Creature (http://www.minmaxboards.com/index.php?topic=7156.0) will give you an additional +50% to your ridiculous speed. That would make you more akin to this anthropomorphic hedgehog (http://www.dan-dare.org/Dan%20Sonic/ShadowTheHedgehogWallpaper800.jpg) but it is an option.

Paragon (http://www.minmaxboards.com/index.php?topic=4204.0) gets +50% speed at lv3, but you can't take both that and Shadow Creature, and 5 levels of Anthropomorphic Animal (which is what you need to get Fastest) by lv8. Going Paragon 3 would give you various other fun abilities and the class's flavor fits pretty well with Sonic.

I'm sure there's other speed increasing options out there but those are the ones that occur to me at the moment. Deadly Dancer (http://www.minmaxboards.com/index.php?topic=942.0) is another very very fast monster class but I don't think even refluffing could make it work with the Sonic concept.

All that, with the Gunslinger class from Pathfinder, and you're an accurate Shadow the Hedgehog. ;)

Finished. Probably. (http://www.minmaxboards.com/index.php?topic=3990.msg167062#msg167062) A better use for money than 1k on a cloak and 2k just sitting around doing nothing would be desirable, and I could probably improve the backstory.

Title: Re: Spin-off OOC
Post by: Clanjos on May 29, 2013, 02:55:06 PM

Okay, another question. Is it possible to make an intelligent magic item without giving it powers beyond the enhancement bonus?

So, Osle, just so I understand something here: If a weapon were to be sized as Colossal, and then TK were to 'grab' it with Combat Maneuver or Sustained Force, would it then shrink?If a weapon were to be sized as Colossal, and then TK were to throw it with Violent Thrust, would it then shrink?

Yes to first, in second case it only shrinks at the end of the round.

Assuming it's magic of course. If it's nonmagical it remains on the same size.

The Shoggoth has quite a few traits like that (natural armour increases, DR/Cold Iron and Magic, etc.). The way the DR is set up is basically the standard HD/2 thing, though, even if it's tied to the levels.

... oh well, I get DR /- anyway, so I'm not sure it matters much.

Main thing that gets affected is if it's 5+Con Mod or 3+Con Mod for natural armour, and the blindsight there.

When it says level, it means Shoggoth level. It already had plenty of auto-scaling goodies, that's why some got tied to level instead of HD.

Alien Assimilation:At 6th level as a fullround action, the pseudonatural creature can insert mysterious fluids into an helpless/pinned corporeal creature it is grappling. The creature loses any number of levels of your choice and gains the same amount of levels of Pseudonatural creature (it cannot replace more levels than it originally had). It also becomes friendly towards you (unless it had more to begin with). At your choice, it also enters a catatonic state and will wake up in 1d12 hours whitout memories of what hapened (but will still be instintively be friendly towards you in either form), in which case it will take some time time to realize its “new” nature. If it reproduces, the offspring will have one level of pseudonatural creature. Only a limited wish, wish or miracle can revert this process.

Finished. Probably. (http://www.minmaxboards.com/index.php?topic=3990.msg167062#msg167062) A better use for money than 1k on a cloak and 2k just sitting around doing nothing would be desirable, and I could probably improve the backstory.

I may as well now reveal I planned to use Missigno as some semi-secret uber boss later down the main game, but aparently it/she escaped my control and decided to become a protagonist on the new party. Ah, well, still plenty of inspiration for other bosses considering the base campaign material.

So, Osle, just so I understand something here: If a weapon were to be sized as Colossal, and then TK were to 'grab' it with Combat Maneuver or Sustained Force, would it then shrink?If a weapon were to be sized as Colossal, and then TK were to throw it with Violent Thrust, would it then shrink?

Yes to first, in second case it only shrinks at the end of the round.

Assuming it's magic of course. If it's nonmagical it remains on the same size.

I spit on the concept of actually using my shoggoth magical ability. Charisma? Pah!

Anyway, fixed up the bits that were determined by Shoggoth level.

Reasoning for Nagato: she's made of data. Missingno is caused by data that shouldn't be being read. And Nagato is pretty eerie...

Good to see Missingno has escaped such a certain doom. :p

I need to get at this thing some time. (http://www.d20srd.org/srd/psionic/powers/expansion.htm) Only other way I can think of to acquire the ability to grapple colossal creatures is a 7th level Wu Jen spell... which is much costlier. @_@

Also, for your sword, there's a houserule in effect here. Same as SirP's. For the enhancement bonus, you also get enchantments.

Sonic is wearing a gauntlet in that pic.One Gauntlet of Warning, Another of Eager.Ring of Anticipation.The combo of the gauntlets & the ring means you (and therefore, all of us, but let's focus on you) go first. Because you're fast.

Here we go. Any suggestions for skills or other equipment would be appreciated.

For Skills, some of the movement tricks might help you out.Extreme Leap can get you to move a bit more when you have to Jump.Twisting Charge would be really, really helpful for you, since you're a rapid pouncer.Nimble Stand & Escape Attack are both situational, but would be really handy when you need them.Walk the Walls will be awesome... next level.

It's also two-handed and thus not eligible for Paragon Finesse, sadly.

Thinblade, then? Only d8, but that's still better than the shortsword. Both Courtblade and Thinblade have 18-20 crit range as well.

Title: Re: Spin-off OOC
Post by: Clanjos on May 31, 2013, 11:21:52 PM

Character's done, even with really sucky HP.

I intend to make up for this by killing EVERYTHING before it can blink. Because you see, Maurice is too fast for the naked eye. He can really move, and may or may not have an attitude. He is, after all, the fastest thing alive.

8 + 7d8 + 56 ends up being 95.5 if using the average of 4.5 for a d8. Are you sure you got the math right for it, or did you roll? You've still got the most HP in the party though due to the big Con bonus.

We need to gather some intel on the enemy forces. Specifically, it'd be very helpful to know what their average level is. We may be able to do that by finding the answer to that question about our forces and how they compare to Bern's.

We also need to decide how much of the castle garrison we're taking with us.

What's the scale on that map? Is it obvious, or is that something we'd need to ask?

We need to gather some intel on the enemy forces. Specifically, it'd be very helpful to know what their average level is. We may be able to do that by finding the answer to that question about our forces and how they compare to Bern's.

I was going to say that "level" is a completely abstract concept from the character's PoV, but then I remembered THIS! IS! NINTENDO! so it may actually make sense for people to have ranking systems. :P

Also be ready to face units/mobs (http://www.minmaxboards.com/index.php?topic=143.0).

We need to gather some intel on the enemy forces. Specifically, it'd be very helpful to know what their average level is. We may be able to do that by finding the answer to that question about our forces and how they compare to Bern's.

I was going to say that "level" is a completely abstract concept from the character's PoV, but then I remembered THIS! IS! NINTENDO! so it may actually make sense for people to have ranking systems. :P

Well, I'm a Pokémon so I definitely have a level (though it's probably 40 or so, based on the starting level of my fellow Regis. Does this mean I can take epic feats? :P)

I wasn't planning to actually ask about "level" though. I'd probably say something like "how much battle experience have your troops had? What is their level (OOC: hint hint) of effectiveness?"

Could I have my followers (10 lv1 and 1 lv2, probably warriors if followers need to be NPC classes. Maybe War Frenzies of Fury otherwise.) be a unit? Possibly a led unit with Tanek, my Cohort, being the leader?

Not sure I'd want to do that even if it was an option but it's an interesting possibility.

Could I have my followers (10 lv1 and 1 lv2, probably warriors if followers need to be NPC classes. Maybe War Frenzies of Fury otherwise.) be a unit? Possibly a led unit with Tanek, my Cohort, being the leader?

Not sure I'd want to do that even if it was an option but it's an interesting possibility.

I also don't recally allowing the custom feats I now noticed you have in your character sheet. Seriously, what's up with people using the same names for diferent stuff? It only makes my job harder.

Anyway I'll veto both the dodge (uncanny dodge+auto-pass reflex saves or massive dodge bonus as a single inmediate is simply too much) and toughness one (that one may actually be aceptable in a regular game, but with monster classes giving easy acess to high natural armor, it becomes too strong to my tastes). Pick two other feats please.

Apologies if I don't get a decently detailed post in for this. Abdominal pains, chest pains, and headaches have it out for me lately, so I'll post when I'm coherent enough to get something working for Alan.

He spawned from things being broken? And has such implausible weights? :O

No, but really tall and heavy bird.A Stellar Eagle weighs 15 lb on average, with a body length of 3'1", and a wingspan of 7'.Veres is Gargantuan with Powerful Build.MM gives Gargantuan weight as being 16-125 tons, assuming normal animal density. A bird is going to weigh less, so think about 10-12 tons. For being 50' long or so.

Just to make it clear, just because adjacent platoons appear in diferent squares on the map, doesn't mean they're 5 miles away from each other. If there's a bunch of platoons near each other, they're most probably a single company working togheter.

Just to make it clear, just because adjacent platoons appear in diferent squares on the map, doesn't mean they're 5 miles away from each other. If there's a bunch of platoons near each other, they're most probably a single company working togheter.

I am curious as to three points about Regi, but these are questions for you.A) Can he actually carry a full unit of soldiers + us?B) Can he ford the river on his own, due to sheer size, or would he need another means?C) How would the wooded areas affect his movement?

Move of 95, comes out to 10mph ish I think, and as a construct he doesn't get tired. Light load is approx. 5,000lb which can be increased via a quadrapedal form.

In D&D, your hourly speed is your speed in feet, divided by ten, then you change the feet to miles.Example: Speed = 30 ft; 30 / 10 = 3; 3 miles.So your overland speed is 9.5 miles per hour.When walking.You don't get tired.You can run full-out the whole way.So, if you're in heavy armour or under a heavy load, you can cover 28.5 miles in one hour.Otherwise, you can cover 38 miles per hour.

Move of 95, comes out to 10mph ish I think, and as a construct he doesn't get tired. Light load is approx. 5,000lb which can be increased via a quadrapedal form.

In D&D, your hourly speed is your speed in feet, divided by ten, then you change the feet to miles.Example: Speed = 30 ft; 30 / 10 = 3; 3 miles.So your overland speed is 9.5 miles per hour.When walking.You don't get tired.You can run full-out the whole way.So, if you're in heavy armour or under a heavy load, you can cover 28.5 miles in one hour.Otherwise, you can cover 38 miles per hour.

... and you never run out of gas.

Yeah, I realized I was calculating that wrong, but I hadn't looked at the overland travel rules since. Being a construct and thus not getting tired is handy. 30ish mph should be ample for a mobile strike force.

... since I've been told my character will be killed if they ever use their class abilities near the paragon of chivalry, I'm leaving. There's no point to staying if I'm only allowed to use full attacks for the entire game.

... since I've been told my character will be killed if they ever use their class abilities near the paragon of chivalry, I'm leaving. There's no point to staying if I'm only allowed to use full attacks for the entire game.

Who said you'd be killed?Anyway, I wouldn't rage-quit just yet.I had to focus and try, for hours, to think of a response other than figuring out how much pepper is needed for blue furballs after he said that stuff to Arthur."overgrown lizard" & saying that Arthur is acting without basic morality.

Did you catch that telepathic "Hmm" earlier... if he lacked basic morality, he would have detailed that thought.

I think it may be possible to make him come around.

Otherwise, Sir Osric comes to mind.

That, or teaching BMX Bandit to not mouth off to the Angel Summoner(s) works too.

... since I've been told my character will be killed if they ever use their class abilities near the paragon of chivalry, I'm leaving. There's no point to staying if I'm only allowed to use full attacks for the entire game.

Who said you'd be killed?Anyway, I wouldn't rage-quit just yet.I had to focus and try, for hours, to think of a response other than figuring out how much pepper is needed for blue furballs after he said that stuff to Arthur.

Off site. If I ever use either Alien Assimilation or Spawn, he'll try and kill me, if he sees. Battlefields are not known for convenient walls, so I'm effectively barred from using my abilities if I want to use the character.

I don't want to get in PvP fights or OOC arguments about something like that. Better to avoid the whole mess. I get in more than enough of the things anyway.

I'm strongly against PvP myself. I know it can bring out a lot of ressentment.

However I believe Clanjos is just doing some talk IC, not only against your character but ariasderros as well. I don't see anything on his words saying he would engage you in PvP when you start "defeat means friendship". You can either engage in an IC argument or just ignore that particular remarks from him. After all, if he's so high on the whole "honor" thing, he just can't backstab a companion he fought side by side.

Don't let one bad segment spoil all the other good parts of an experience. Sometimes it's just better to ignore said segment and focus on the positive ones.

I don't want to get in PvP fights or OOC arguments about something like that. Better to avoid the whole mess. I get in more than enough of the things anyway.

I'm strongly against PvP myself. I know it can bring out a lot of ressentment.

However I believe Clanjos is just doing some talk IC, not only against your character but ariasderros as well. I don't see anything on his words saying he would engage you in PvP when you start "defeat means friendship". You can either engage in an IC argument or just ignore that particular remarks from him. After all, if he's so high on the whole "honor" thing, he just can't backstab a companion he fought side by side.

Don't let one bad segment spoil all the other good parts of an experience. Sometimes it's just better to ignore said segment and focus on the positive ones.

I was told that OOC away from the thread, specifically regarding using either ability. I don't want to deal with this argument because someone wants to play the epitome of lawful good.

Hn... well, I do have a theory for how it could be explained. Even if you've been rendered immune to complete insanity, there's still a minor bit of mindscrew when first seeing the natural -> pseudonatural transformation. Not enough to completely flip morality, but to change opinions on messing with people's bodies non-fatally rather than killing them?

Seems like a relevant moment to link to this article (http://www.giantitp.com/articles/tll307KmEm4H9k6efFP.html). Specifically, the "decide to react differently" section.

The upshot of which is: You are in control of your character, not vice versa. You get to decide how they react out of the more or less infinite possibilities. There's always one in there that doesn't involve screwing up the party dynamic if you look hard enough.

Considering that the unit/mob template already assumes you're packing the soldiers as much as possible, in a 20 feet square surface you could pack up to 68 medium-sized creatures. So a couple of 30-man platoons plus some leftover room for party members.

However they won't be able to properly contribute to combat before "dismounting".

Some new questions: I've got two feats to select. Can I be allowed to use the turn/rebuke attempts gained from the earth domain to power divine and/or devotion feat? I know by RAW that doesn't work but I'm a bit at a loss for feat ideas (that was why I went with the weird homebrew ones in the first place, in fact) and it makes sense for Regi's character to be able to do that.

I'm not 100% on which ones I'd go for yet but nothing particularly powerful. The only really scary divine feat is DMM and I wouldn't consider that even if I had the spells to use it on.

Alternatively, (and possibly additionally), I may homebrew some feats that specifically spend turn/rebuke elemental attempts, rather than undead.

Some new questions: I've got two feats to select. Can I be allowed to use the turn/rebuke attempts gained from the earth domain to power divine and/or devotion feat? I know by RAW that doesn't work but I'm a bit at a loss for feat ideas (that was why I went with the weird homebrew ones in the first place, in fact) and it makes sense for Regi's character to be able to do that.

I'm not 100% on which ones I'd go for yet but nothing particularly powerful. The only really scary divine feat is DMM and I wouldn't consider that even if I had the spells to use it on.

Ok, I'll allow that.

Which reminds me, I really need to finish those Venerable Battlefield discipline feats. With a little luck I may finish them still today.

You seem to be undecided between going right into the tick of fighting at AC 27, or going for a more "easy tutorial" battle by fighting some nearby raiders.

If it is of help, remember this is Fire Emblem, so among every group of enemies/location, there's a good chance you can find allies willing to fight for you given the right "incentive", performing garrsion duty if nothing else. In particular with Missigno in your side. :p

I will be attending Dexcon (The super awesome convention of gaming and such what) from Wednesday July 3 to Sunday July 7. I may or may not have access to the Interwebs during this time. Please consider this a leave of absence for the above dates. Thanking you.

Clanjos, it's usually considered rude in PBPs to post before other players have rolled initiative, even if your character is almost guaranteed to go first. Give people a couple days to reply, especially since today was a holiday for the US people (and maybe Brits celebrating the fact that they got rid of us) and weekends tend to be better times for posting.

Clanjos, it's usually considered rude in PBPs to post before other players have rolled initiative, even if your character is almost guaranteed to go first. Give people a couple days to reply, especially since today was a holiday for the US people (and maybe Brits celebrating the fact that they got rid of us) and weekends tend to be better times for posting.

This is an Oslecamo game, so initiative is done by team rather than by character. That is to say, the only ones he's being rude to are the bad guys and he probably beat them handily.

EDIT: Since the enemy rolls were posted, he could know for sure that our team would go first and go ahead and act.

EDIT the second: Since we segued straight into going to look for bad guys, I'm going to assume Regideus had time to offer anyone who wanted it a Blessing of the Mighty Earth (+2 untyped to str for the rest of the day) up to 4 different characters. Anyone up for that?

Clanjos, it's usually considered rude in PBPs to post before other players have rolled initiative, even if your character is almost guaranteed to go first. Give people a couple days to reply, especially since today was a holiday for the US people (and maybe Brits celebrating the fact that they got rid of us) and weekends tend to be better times for posting.

This is an Oslecamo game, so initiative is done by team rather than by character. That is to say, the only ones he's being rude to are the bad guys and he probably beat them handily.

Ah, I was wondering why the initiative in the first thread was a bit odd. I'll look through it again to make sure I know what's going on.

Hold on a sec: Despite it being teams, don't we go in the actual order of our rolls? So it'd be Maurice first, then Alan, etc? Unless Regideus rolls high enough to tie or pass, but that's a 10% chance.

Yeah, Raineh is correct. I don't think it's even necessary for those who haven't rolled to do so, since our team has already won initiative.

As an aside, I feel like it would be a good idea to have a sticky in all Olse's campaign forums that says this, since we get lots of questions about it every game (and I've seen at least one instance of someone missing their turn because they thought they acted after the enemies.)

Some questions: Can my cohort (and/or anyone else who wishes to) remain standing on top of Regideus during combat? If so, how will that work as far as casting/spellshaping and being targeted by attacks?

In your mob template rewrite* the mob anatomy special quality contains the line "A mob can be flanked, tripped, bull rushed by anyone." Is this accurate or is it supposed to read "can't be..."?

I'm also confused by this passage:

Quote

Saves: A mob uses the same saving throws as the base creature, but failed saves never result in anything worst than negative levels as it loses members. Effects that don't instantly disable a creature (like blindness or curse) have no effect whatsoever on the mob.

So, even an effect that encompasses the whole of the mob's area cannot inflict status conditions on it? Why not? If the whole mob is subject to an effect that blinds, why shouldn't the mob be blinded?

And what about effects that do "instantly disable" and have the area to encompass the whole mob? An area daze, for example?

*Just in case anyone hasn't had a look at it, the square blocks are mobs made using these rules (http://www.minmaxboards.com/index.php?topic=143.0) and the one in the larger ruin set is probably a led mob.

Some questions: Can my cohort (and/or anyone else who wishes to) remain standing on top of Regideus during combat? If so, how will that work as far as casting/spellshaping and being targeted by attacks?

Use riding rules, but in combat you can only fit as many as there's confortable space. You're considered ill suited as a mount.

Saves: A mob uses the same saving throws as the base creature, but failed saves never result in anything worst than negative levels as it loses members. Effects that don't instantly disable a creature (like blindness or curse) have no effect whatsoever on the mob.

So, even an effect that encompasses the whole of the mob's area cannot inflict status conditions on it? Why not? If the whole mob is subject to an effect that blinds, why shouldn't the mob be blinded?

Because the guys in front are being used as meat shields. You know, actual reasons for people to make tight formations.

And what about effects that do "instantly disable" and have the area to encompass the whole mob? An area daze, for example?

"If a mob fails a save against a spell/effect that would normally kill/incapacitate a certain number of creatures, such as disintregate, slay living or wail of the bashee, it loses the total HP of the dead members from it's HP total."

Use riding rules, but in combat you can only fit as many as there's confortable space. You're considered ill suited as a mount.

So it's a DC 5 check to stay on when you take damage, you can make a DC 15 check to take cover (at the expense of any other action) and mounting/ dismounting is a move action unless you make the DC 20 check to make it a free action. All of these checks get -5 because Regideus is ill suited as a mount (until he takes a level of Titanic Creature anyway.)

For mounted casting, use the mounted combat rules (you can cast before or after the mount moves without penalty, to cast while moving make a concentration check DC 10+ spell level (does that take the ill suited as a mount penalty?))?

Because the guys in front are being used as meat shields. You know, actual reasons for people to make tight formations.

In front of what? An area effect that encompasses the whole of the mob's area would hit the guys in front, and the guys behind, and the guys anywhere else. That's kinda the point of area effects (and the reason that tight formations don't protect against things like artillery, poison gas, flash grenades, and similar analogues to magic AoEs.)

In any case, what about effects that do things to the ground, rather than the members of the mob itself? For instance, the Earthbreaker formula (predictably) breaks the earth, which immobilizes for a turn and makes the ground difficult terrain. Would that affect a mob normally?

"If a mob fails a save against a spell/effect that would normally kill/incapacitate a certain number of creatures, such as disintregate, slay living or wail of the bashee, it loses the total HP of the dead members from it's HP total."

So what does an area daze effect (which would incapacitate everyone in the area) do to a mob? Destroy it in a single hit?

Use riding rules, but in combat you can only fit as many as there's confortable space. You're considered ill suited as a mount.

So it's a DC 5 check to stay on when you take damage, you can make a DC 15 check to take cover (at the expense of any other action) and mounting/ dismounting is a move action unless you make the DC 20 check to make it a free action. All of these checks get -5 because Regideus is ill suited as a mount (until he takes a level of Titanic Creature anyway.)

For mounted casting, use the mounted combat rules (you can cast before or after the mount moves without penalty, to cast while moving make a concentration check DC 10+ spell level (does that take the ill suited as a mount penalty?))?

Yes to all. Remember your followers have nonelite array of stats and only NPC classes whitout penalty, with adepts at -1 level penalty and PC levels at -2 level penalty.

Because the guys in front are being used as meat shields. You know, actual reasons for people to make tight formations.

In front of what? An area effect that encompasses the whole of the mob's area would hit the guys in front, and the guys behind, and the guys anywhere else. That's kinda the point of area effects (and the reason that tight formations don't protect against things like artillery, poison gas, flash grenades, and similar analogues to magic AoEs.)

Those work because real world physics. However pretty much all area effects in D&D work by magic, that doesn't give a single shit about real world physics. However one day mundanes discovered real world physics don't work on them very well, like a guy that charged 1000 feet having the same extra cinetic energy as the guy that charged 10 feet. And guys with training in blades and war cuting down stars if they got a sun burn. And thus the mob/unit template was developed to allow groups of tiny men to take area effects head on and somebody surviving.

In any case, what about effects that do things to the ground, rather than the members of the mob itself? For instance, the Earthbreaker formula (predictably) breaks the earth, which immobilizes for a turn and makes the ground difficult terrain. Would that affect a mob normally?

The mob would still be affected by hard terrain, however they also would just throw their comrade's bodies into the cracks to fill them and walk over.

Those work because real world physics. However pretty much all area effects in D&D work by magic, that doesn't give a single shit about real world physics. However one day mundanes discovered real world physics don't work on them very well, like a guy that charged 1000 feet having the same extra cinetic energy as the guy that charged 10 feet. And guys with training in blades and war cuting down stars if they got a sun burn. And thus the mob/unit template was developed to allow groups of tiny men to take area effects head on and somebody surviving.

Quick question on Alan's blurring armor: It says it behaves exactly like the Blur (http://www.d20srd.org/srd/spells/blur.htm) spell. Does that mean it can be used to hide in, as per the concealment (http://www.d20srd.org/srd/combat/combatModifiers.htm#concealment) rules? I assumed a no on that for the start of combat.

Osle? Can you clarify whether Alan's armor's Blur effect would allow hiding from the bandits? Mostly asking since the effect is not likely intended. If Alan can hide with it, his next step is to slip through and hopefully get a hit on Bagra with the Scrambler. If not, he'll intersperse his Scrambler use with some armbolt hits to leave some of the raiders a bit weaker until he's in range of Bagra to use his Scrambler and hopefully knock out some of his leader abilities.

If you had started hiding before, it would work, but the hide skill states that "If people are observing you, even casually, you can’t hide." You would need something that fully blocks line of sight to hide at this point. actually screw that rule, go ahead and hide with Blur. :p

Also, since Bagra is the leader of the up-left bandit mob, you can't target him with single-target effects unless you roll a natural 20.

Left rider pushed back and miracously alive despite looking like most of his body is now minced meat, right rider manages to push trough and hit Regideus with the two attacks (and take the divine curse for his trouble).

Left rider pushed back and miracously alive despite looking like most of his body is now minced meat, right rider manages to push trough and hit Regideus with the two attacks (and take the divine curse for his trouble).

I guess that puts me in AJ-whatever, unless he is suddenly the world's luckiest raider. :lmao

Alan, Maurice, Myriam, and Regideus have gone for this turn count, which leaves only Arthur to go. Arias, however, hasn't been on since the 3rd it seems like. His sig apologizes for not being on much and that he's trying to get things in order. Shall we wait?

If you need a replacement I'm available enough for another campaign.I still got that old Tarrasque character back from that Monster Brigade campaign that could be adapted into an interesting tankish build. I'm curious as to how an Illurien would fare in practice beyond mere theory.

Probably something involving a Lunatic Raggamoffyn.Edit: Ugh. Though now that I'm looking at it, being forced to get immunity to Mind Affecting effects and Critical Hits is more of a negative than a positive. I'll think twice on it. >_>

I'd like to try out the Lunatic Raggamoffyn but since it requires both Controlled One levels, I have to select the other four Panty Plate immunties, some of which are undesirable. Since it is on a selection basis can I not select them or do they have to be taken? In the later case I'll just do myself a favor and go for a simpler route.

Oh, currently working on a sheet for the critter.Got two builds, one that is tankier but requires that I don't select all of my first four immunities on the 1st level of Captured One (since the second auto-grants 4 immunities), the second one got more omph! and wouldn't take the second Captured One level (it actually wouldn't need any) but I'd like to experiment with Lunatic Raggas. Can I select less than my first 4 allowed immunities? I don't really need the Lunatic Ragga to make it work but I thought I'd check up with you first.

Besides a swap in ability points, geting a magic item or other thingy that grants some kind of Alter Self spell effect, a level dip in something that grants an humanoid form or some other stuff, there is always the less awesome feat "Alternate Form" by Prime32 in the monster feats section. Not as good but doesn't have any requirements.

I got a few versions of the character done but no matter how I much I tone it down I still feel like an asshole for even considering to play it.

Unless for some reason you are comfortable with the idea of the Regeneration ability carrying over to a mecha. It falls under what I like call the "Atropal Tank" situation; a character with both regeneration and nonlethal damage immunity.I know that I would hate to face an encounter with creatures that can be damaged by only one kind of damage type so I don't want to use it if it isn't the kind of hell you'd unleash upon your players.

I got a few versions of the character done but no matter how I much I tone it down I still feel like an asshole for even considering to play it.

Unless for some reason you are comfortable with the idea of the Regeneration ability carrying over to a mecha. It falls under what I like call the "Atropal Tank" situation; a character with both regeneration and nonlethal damage immunity.I know that I would hate to face an encounter with creatures that can be damaged by only one kind of damage type so I don't want to use it if it isn't the kind of hell you'd unleash upon your players.

I guess I should've seen that one coming as soon as I said "immune to nonlethal damage".

I do not see why.It offers the same kind of disguise check to avoid being recognized for what you are (which doesn't change the fact they have to succeed a knowledge check to even know what they recognized and they still don't see your ugly form) and if taken at 1st level it is also considered to be your true form.

Raineh Daze:I had been preparing to advance this round and noticed you invested extra tentacles on the grapple.

However, you can only choose to do so if you're going with the "Don't count as grappled but take a -10 penalty" option. In this case it probably won't do much difference, but something to remember in the future.

Look up the grapple rules. As soon as you start grappling, all your combat options change (though can do a few things you otherwise couldn't normally do, usually after a pin). You are severely limited in your actions, but usually so is the grappled dude.

I suppose that grappling whilst not, strictly speaking, seeming grappled is going to actually mean you do better if you're a nightmarish tentacle creation than wrapping yourself around the person. Tentacles need room.

That is why feats like Multigrab and Greater Multigrab (Serpent Kingdom) can make tentacle grappling a world easier. One does the grappling and the others can do the murdering. Or they all grapple something different and you sit back as they squeak.

Osle, can Alan tell if any of the enemies can see him? He'd like to be able to sneak up closer to the raider threatening the hostages, but if he has any inkling that he's been spotted he wouldn't go for it unless it was one of the guys he hit with the Scrambler.

Ok, player call! Who's still around for this? Been over a month now and only RD shows signs of life.

If just Raineh Daze, then I've got a couple propositions for you:-We turn this game into a solo campaign. Missigno assimilating her personal army, carving her own story.-You downgrade your character to a level 6 and join the Legend of Griselda. A(nother) game glitch will be the explanation.

I'm still around. Our losing at least one player has given me pause, plus I think I did poorly in choosing the modules and such for Alan given that combat should have been assumed to be imminent. I suppose I'll always find characters don't actually play as well as they do in my head.

I was planning of resolving this battle quick by Bagra charging by himself at Missigno head on. RD's a pretty active player, so hopefully we could advance the combat rounds quickly, and then the campaign would advance with you two, including giving you a free character overhaul if your current one didn't turn out as well as you expected.

Hm, I just thought of something... Would the Scrambler prevent the guy by the hostages from carrying out a former order to kill one? Or would he just go about his business and kill one because that's just how he'd do things anyway?

Alan is positioned such that Bagra and the hostage raider are both under the effect of Scrambler (60 foot radius), which means a -5 to various skills including Bluff, Intimidate, and Listen. Would that factor into anything?

Guess it's important to have miss chances rolled for any of these that hit. (http://www.minmaxboards.com/index.php?topic=10598.msg201964#msg201964) Because if this doesn't kill him, may as well not bother continuing because there's nothing much I can do to avoid certain death next round.

Guess it's important to have miss chances rolled for any of these that hit. (http://www.minmaxboards.com/index.php?topic=10598.msg201964#msg201964) Because if this doesn't kill him, may as well not bother continuing because there's nothing much I can do to avoid certain death next round.

This thread was meant for the spin-off campaign that ended up with just one character, the loli Missigno from Raineh Daze. Since that player seems to have lost interest as well, I'm locking this thread until further notice. I'll be replying to Sneaky's comment on the proper OOC thread.